From 026abdb98ad30209df0e88795f25b1f74556585e Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Thu, 25 Feb 2021 20:50:12 -0500 Subject: Updated the sidebar for usability's sake --- frontend/2d/_rigidbody/part_1.html | 93 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 frontend/2d/_rigidbody/part_1.html (limited to 'frontend/2d/_rigidbody/part_1.html') diff --git a/frontend/2d/_rigidbody/part_1.html b/frontend/2d/_rigidbody/part_1.html new file mode 100644 index 0000000..ec0acbf --- /dev/null +++ b/frontend/2d/_rigidbody/part_1.html @@ -0,0 +1,93 @@ + + + + + + + + + + Physics for Games + + + + + + + + + +
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Physics for Games

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Part 1: Linear Forces

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+ The first - and perhaps easiest - part of implementing any rigid body physics system is getting the entities in your scene to move in response to linear forces. + With this implementation alone, you can achieve an interesting level of realism in your 2D (and even 3D) scene. +

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+ Let's begin by recalling the relationships between acceleration, velocity, and position. +

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+ Knowing all this, you should be able to understand the following source code fairly easily; +

+                            
+    function update(dtSeconds) {
+        // Add up the forces acting on the circle
+        const GRAVITY = 9.8;
+        const lGravityForce = vec2(0, -1.0 * (lCircle.mass * GRAVITY));
+        lCircle.force = addVec2(lCircle.force, lGravityForce);
+    
+        // Figure out acceleration (a = F / m)
+        const lCurrentAcceleration = scaleVec2(lCircle.force, 1.0 / lCircle.mass);
+    
+        // Calculate the new velocity: v = v0 + a * t
+        lCircle.velocity = addVec2(lCircle.velocity, scaleVec2(lCurrentAcceleration, dtSeconds));
+    
+        // Update the position based on velocity: x = x0 + v * t
+        lCircle.position = addVec2(lCircle.position, scaleVec2(lCircle.velocity, dtSeconds));
+    
+        // Update the model matrix accordingly
+        lCircle.model = translateMatrix(mat4(), lCircle.position.x, lCircle.position.y, 0);
+    
+        // Reset the force vector for the next update
+        lCircle.force = vec2()
+    }
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  • Linear Force:N/A
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  • Linear Acceleration:N/A
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  • Linear Velocity:N/A
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  • Linear Position:N/A
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+ + \ No newline at end of file -- cgit v1.2.1