From cdf770d6950befd25779a18ea3972deeb9f143bb Mon Sep 17 00:00:00 2001
From: Matthew Kosarek
Date: Sun, 25 Apr 2021 15:33:53 -0400
Subject: Rectangle intersection with a line complete
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-
- Introduction: Rigid Body Physics
-
-
- 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.
-
-
- 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 persepctive - what they mean to me:
-
- -
- Kinematics 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.
-
- -
- Dynamics is the study of whats causes kinematic movement. These are the classic force and momentum equations that you may already be familiar
- with as well.
-
-
-
-
- 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.
-
-
-
\ No newline at end of file
+
+ Introduction: Rigid Body Physics
+
+
+ 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.
+
+
+ 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 persepctive - what they mean to me:
+
+ -
+ Kinematics 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.
+
+ -
+ Dynamics is the study of whats causes kinematic movement. These are the classic force and momentum equations that you may already be familiar
+ with as well.
+
+
+
+
+ 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.
+
+
+
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