From 0f1275d7ba1a7e3ad838423c15d78e23c960f80e Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Thu, 24 Jun 2021 11:53:05 -0400 Subject: (mkosarek) Updated discussion on what we mean when we say rigid body --- 2d/rigidbody/rigidbody_1.html | 36 +++++++++++++++++++++++------------ 2d/rigidbody/rigidbody_1.html.content | 36 +++++++++++++++++++++++------------ index.css | 2 +- 3 files changed, 49 insertions(+), 25 deletions(-) diff --git a/2d/rigidbody/rigidbody_1.html b/2d/rigidbody/rigidbody_1.html index 9ef056c..8e78972 100644 --- a/2d/rigidbody/rigidbody_1.html +++ b/2d/rigidbody/rigidbody_1.html @@ -74,20 +74,32 @@

-

What do we mean by 'Rigid Body Physics'?

- In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely dynamics and kinematics. Although I'm - far as can be from being an expert in either of these fields, I will explain - from a programmer's perspective - what they mean to me: +

What do we mean by Rigid Body Physics?

+

+ When we say that the objects in our scene have "rigidbodies", we are assuming the following things: +

+ With that knowledge in mind, let's start digging into some implementation. +

+
+
+

A Tale of Two Sub-Fields

+

+ When discussing a rigidy body physics system, we're interested in two sub-fields of physics, namely dynamics and kinematics. Although I'm far as can be from being an expert in either of these fields, I will explain - from a programmer's perspective - what they mean to me: -

+ - Although the distinction between these two subfields may seem inconsequential, it impacts the conceptual way in which we might begin to setup our 2D rigidbody simulation: the kinematic variables are the data that we act upon, while the dynamics variables are the data that we apply. + Although the distinction between these two subfields may seem inconsequential, it impacts the conceptual way in which we might begin to setup our 2D rigidbody simulation: the kinematic variables are the data that we act upon, while the dynamics variables are the data that we apply. +

diff --git a/2d/rigidbody/rigidbody_1.html.content b/2d/rigidbody/rigidbody_1.html.content index 6e7d46b..c54fdab 100644 --- a/2d/rigidbody/rigidbody_1.html.content +++ b/2d/rigidbody/rigidbody_1.html.content @@ -22,20 +22,32 @@

-

What do we mean by 'Rigid Body Physics'?

- In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely dynamics and kinematics. Although I'm - far as can be from being an expert in either of these fields, I will explain - from a programmer's perspective - what they mean to me: +

What do we mean by Rigid Body Physics?

+

+ When we say that the objects in our scene have "rigidbodies", we are assuming the following things: +

+ With that knowledge in mind, let's start digging into some implementation. +

+
+
+

A Tale of Two Sub-Fields

+

+ When discussing a rigidy body physics system, we're interested in two sub-fields of physics, namely dynamics and kinematics. Although I'm far as can be from being an expert in either of these fields, I will explain - from a programmer's perspective - what they mean to me: -

+ - Although the distinction between these two subfields may seem inconsequential, it impacts the conceptual way in which we might begin to setup our 2D rigidbody simulation: the kinematic variables are the data that we act upon, while the dynamics variables are the data that we apply. + Although the distinction between these two subfields may seem inconsequential, it impacts the conceptual way in which we might begin to setup our 2D rigidbody simulation: the kinematic variables are the data that we act upon, while the dynamics variables are the data that we apply. +

diff --git a/index.css b/index.css index 8f0670b..d5a46d6 100644 --- a/index.css +++ b/index.css @@ -143,7 +143,7 @@ article > h1 { } section > p { - padding-left: 1rem; + padding-left: 0; } section > h2 { -- cgit v1.2.1