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/index.html | 44 +++++++++++++++++++++++++++++++++++++------- 1 file changed, 37 insertions(+), 7 deletions(-) (limited to 'frontend/index.html') diff --git a/frontend/index.html b/frontend/index.html index d57d69b..1694121 100644 --- a/frontend/index.html +++ b/frontend/index.html @@ -6,18 +6,48 @@ - Simple Website + Physics for Games
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Matt Kae's Programming Blog

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Physics for Games

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Introduction: Rigid Body Physics

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+ 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. +

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+ 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: +

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  • + 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. +
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  • + 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. +
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+ 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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