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| diff --git a/frontend/index.html b/frontend/index.html index 1a85eb8..004b8ab 100644 --- a/frontend/index.html +++ b/frontend/index.html @@ -47,36 +47,37 @@  			</li>  		</ul>  		</nav> -            <section> -                <h1>Introduction: Rigid Body Physics</h1> -                <article> -                    <p> -                        You're most likely here because you have some interest in the world of rigid body physics. Maybe you have some knowledge of rendering via OpenGL or Vulkan,  -                        and you want to begin watching your up-until-now static scene come to life. Well, you're in the right place! In the course of this tutorial series I will walk -                        you through the entirety of a 2D rigid body physics system entirely in the web. All of this information will be extendable to other languages, but we will use -                        JavaScript and WebGL in these blog posts. Additionally, much of the information presented here can be extended to 3 dimensions, but 3D carries some complications -                        with it, that we will discuss in future blog posts. -                    </p> -                    <p> -                        In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely <b>dynamics</b> and <b>kinematics</b>. Although I'm -                        far as can be from being an expert in either of these fields, I will explain - from a programmer's persepctive - what they mean to me: -                        <ul> -                            <li> -                                <b>Kinematics</b> is the study of how an object's movement changes over time. These are the classic position, velocity, and acceleration equations -                                that you're most likely familiar with from high school or college physics. -                            </li> -                            <li> -                                <b>Dynamics</b> is the study of whats <i>causes</i> kinematic movement. These are the classic force and momentum equations that you may already be familiar -                                with as well. -                            </li> -                        </ul> -                    </p> -                    <p> -                        Finally, I must provide a disclaimer that all of rigid body systems are very math-y. You will need to know a decent amount of vector calculus and linear algebra to really understand -                        what's going on here. I am going to assume that you have this knowledge. If you don't already have this knowledge, I will try and provide some resources on the Books -                        n' References page of the website. -                    </p> -                </article> -            </section>		</main> +<article> +  <h1>Introduction: Rigid Body Physics</h1> +  <section> +    <p> +      You're most likely here because you have some interest in the world of rigid body physics. Maybe you have some knowledge of rendering via OpenGL or Vulkan,  +      and you want to begin watching your up-until-now static scene come to life. Well, you're in the right place! In the course of this tutorial series I will walk +      you through the entirety of a 2D rigid body physics system entirely in the web. All of this information will be extendable to other languages, but we will use +      JavaScript and WebGL in these blog posts. Additionally, much of the information presented here can be extended to 3 dimensions, but 3D carries some complications +      with it, that we will discuss in future blog posts. +    </p> +    <p> +      In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely <b>dynamics</b> and <b>kinematics</b>. Although I'm +      far as can be from being an expert in either of these fields, I will explain - from a programmer's persepctive - what they mean to me: +      <ul> +        <li> +          <b>Kinematics</b> is the study of how an object's movement changes over time. These are the classic position, velocity, and acceleration equations +          that you're most likely familiar with from high school or college physics. +        </li> +        <li> +          <b>Dynamics</b> is the study of whats <i>causes</i> kinematic movement. These are the classic force and momentum equations that you may already be familiar +          with as well. +        </li> +      </ul> +    </p> +    <p> +      Finally, I must provide a disclaimer that all of rigid body systems are very math-y. You will need to know a decent amount of vector calculus and linear algebra to really understand +      what's going on here. I am going to assume that you have this knowledge. If you don't already have this knowledge, I will try and provide some resources on the Books +      n' References page of the website. +    </p> +  </section> +</article> +		</main>  	</body>  </html> | 
