From 5c409f04470e319f0a57e8791bc96cd724ee601c Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Wed, 17 Feb 2021 21:06:20 -0500 Subject: Proper collisions happening in 2 dimensions --- frontend/2d_part_1.html | 93 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 frontend/2d_part_1.html (limited to 'frontend/2d_part_1.html') diff --git a/frontend/2d_part_1.html b/frontend/2d_part_1.html new file mode 100644 index 0000000..312611a --- /dev/null +++ b/frontend/2d_part_1.html @@ -0,0 +1,93 @@ + + + + + + + + + Physics for Games + + + + + + + + + +
+

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. +

+

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

+

+ 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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+                    
+

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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