From a00c0aab1eb5a7a55bef8ca08115bdd722ab5699 Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sun, 16 May 2021 19:50:15 -0400 Subject: Moved the frontend directory up so that it no longer exists --- index.html | 85 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 85 insertions(+) create mode 100644 index.html (limited to 'index.html') diff --git a/index.html b/index.html new file mode 100644 index 0000000..4a0985a --- /dev/null +++ b/index.html @@ -0,0 +1,85 @@ + + + + + + Physics for Games + + + +
+

Physics for Games

+
+
+ +
+

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. +

+
+
+
+ + -- cgit v1.2.1