From ece2b67aa689aee0b881bac17a62c16e0469bc56 Mon Sep 17 00:00:00 2001
From: Matthew Kosarek
Date: Sun, 21 Feb 2021 18:32:04 -0500
Subject: Proper support for favicons, rigid body intersections are no longer
broken, palinko game
---
frontend/index.html | 59 ++++++++++++++++++++++++++++-------------------------
1 file changed, 31 insertions(+), 28 deletions(-)
(limited to 'frontend/index.html')
diff --git a/frontend/index.html b/frontend/index.html
index 1694121..c62696d 100644
--- a/frontend/index.html
+++ b/frontend/index.html
@@ -7,6 +7,7 @@
Physics for Games
+
@@ -19,34 +20,36 @@
2D - Rotational Forces2D - Collision Forces
-
-
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.
-
+
+
+
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.
+