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/_rigidbody/2d/part_1.html | 93 -------------------------------------- 1 file changed, 93 deletions(-) delete mode 100644 frontend/_rigidbody/2d/part_1.html (limited to 'frontend/_rigidbody/2d/part_1.html') diff --git a/frontend/_rigidbody/2d/part_1.html b/frontend/_rigidbody/2d/part_1.html deleted file mode 100644 index ec0acbf..0000000 --- a/frontend/_rigidbody/2d/part_1.html +++ /dev/null @@ -1,93 +0,0 @@ - - - - - - - - - - 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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