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diff --git a/index.html b/index.html new file mode 100644 index 0000000..4a0985a --- /dev/null +++ b/index.html @@ -0,0 +1,85 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <meta charset="utf-8"> + <link rel="stylesheet" href="/index.css"> + <title>Physics for Games</title> + <link rel="shortcut icon" href="favicon/favicon.ico" type="image/x-icon"> + </head> + <body> + <header> + <h1>Physics for Games</h1> + </header> + <main> + <nav> + <ul class="outer-tree"> + <li><a href="/">Introduction</a></li> + <li> + <span>🏀<span>2D</span></span> + <ul class="inner-tree"> + <li><label>Rigidbody</label></li> + <li><a href="/2d/_rigidbody/part_1.html">Linear Forces</a></li> + <li><a href="/2d/_rigidbody/part_2.html">Rotational Forces</a></li> + <li><a href="/2d/_rigidbody/part_3.html">Collision Forces</a></li> + <li><label>Collisions</label></li> + <li><a href="/2d/_collisions/circle_line.html">Circle-Line</a></li> + <li><a href="/2d/_collisions/rectangle_line.html">Rectangle-Line</a></li> + <li><a href="/2d/_collisions/rectangle_rectangle.html">Rectangle-Rectangle</a></li> + <li><a href="/2d/_collisions/pill_line.html">Pill-Line</a></li> + <li><a href="/2d/_collisions/pill_pill.html">Pill-Pill</a></li> + <li><a href="/2d/_collisions/polygon_polygon.html">Polygon-Polygon</a></li> + </ul> + </li> + <li> + <span>🌠<span>3D</span></span> + <ul class="inner-tree"> + </ul> + </li> + <li> + <span>🔧<span>WebAssembly</span></span> + <ul class="inner-tree"> + <li><a href="/intro/intro.html">Introduction</a></li> + </ul> + </li> + <li> + <span>🛈<span>About</span></span> + <ul class="inner-tree"> + <li><a href="/roadmap.html">Roadmap</a></li> + </ul> + </li> + </ul> + </nav> +<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> |