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diff --git a/frontend/index.html b/frontend/index.html index 1694121..c62696d 100644 --- a/frontend/index.html +++ b/frontend/index.html @@ -7,6 +7,7 @@ <link rel="stylesheet" href="index.css"> <link href="https://fonts.googleapis.com/css?family=Open+Sans:400,600,300" rel="stylesheet" type="text/css"> <title>Physics for Games</title> + <link rel="shortcut icon" href="favicon/favicon.ico" type="image/x-icon"> </head> <body> <header> @@ -19,34 +20,36 @@ <a href="2d_part_2.html">2D - Rotational Forces</a> <a href="2d_part_3.html">2D - Collision Forces</a> </nav> - <section id='introduction'> - <h2>Introduction: Rigid Body Physics</h2> - <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> + <h2>Introduction: Rigid Body Physics</h2> + <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> </body> |