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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-30 12:13:18 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-30 12:13:18 +0100
commit186d6dd8c66052977d1c5e8d9e73cc43ceed313b (patch)
tree76bed58df838e8af356fefb801bfcc2111305c51
parent8b67565db3ff84ca31d9fffa228240d11a0a467c (diff)
cleanup research.tex
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@@ -664,71 +664,72 @@ because the total forces can be calcualted ones and then applied to all dynamic
entities.
\subsubsection{Components physics}
+
This is a list that could be needed for additonal phisics components
\begin{itemize}
- \item Gravity
- \begin{itemize}
- \item Rigidbody (for mass, gravity scale, etc.)
- \item Transform (to modify position based on gravity)
- \end{itemize}
-
- \item Directional Force (e.g., wind or gravity in a specific direction)
- \begin{itemize}
- \item ForceComponent (for direction and magnitude of the force)
- \item Rigidbody (for mass and velocity affected by force)
- \item Transform (to update position based on force)
- \end{itemize}
-
- \item Collision (detection + handling)
- \begin{itemize}
- \item Rigidbody (for collision detection mode and velocity handling)
- \item ColliderComponent (defines the shape and behavior of the collider, like bounce)
- \item Transform (for object position, rotation updates)
- \end{itemize}
-
- \item Player Movement
- \begin{itemize}
- \item MovementComponent (for handling player input and movement speed)
- \item Rigidbody (to handle physics-based movement, like velocity changes)
- \item Transform (to apply movement to the object's position)
- \end{itemize}
-
- \item Bounce (elastic collisions)
- \begin{itemize}
- \item Rigidbody (for bounce coefficient and velocity adjustments)
- \item ColliderComponent (to detect collisions and calculate bounce)
- \item Transform (to adjust position after bouncing)
- \end{itemize}
-
- \item Rotation (torque or angular forces)
- \begin{itemize}
- \item Rigidbody (for rotational inertia and angular velocity)
- \item Transform (to apply rotation to the object)
- \end{itemize}
-
- \item Directional Force (e.g., explosions, pushing)
- \begin{itemize}
- \item ForceComponent (to apply the force in a direction with a magnitude)
- \item Rigidbody (for velocity changes due to the force)
- \item Transform (to update position based on the force)
- \end{itemize}
-
- \item Particles (e.g., smoke, explosions)
- \begin{itemize}
- \item ParticleComponent (to define particle effects like lifetime, velocity)
- \item Transform (to emit particles from the object’s position)
- \end{itemize}
-\end{itemize}
+ \item Gravity
+ \begin{itemize}
+ \item Rigidbody (for mass, gravity scale, etc.)
+ \item Transform (to modify position based on gravity)
+ \end{itemize}
+
+ \item Directional Force (e.g.~wind or gravity in a specific direction)
+ \begin{itemize}
+ \item ForceComponent (for direction and magnitude of the force)
+ \item Rigidbody (for mass and velocity affected by force)
+ \item Transform (to update position based on force)
+ \end{itemize}
+
+ \item Collision (detection + handling)
+ \begin{itemize}
+ \item Rigidbody (for collision detection mode and velocity handling)
+ \item ColliderComponent (defines the shape and behavior of the collider, like bounce)
+ \item Transform (for object position, rotation updates)
+ \end{itemize}
+
+ \item Player Movement
+ \begin{itemize}
+ \item MovementComponent (for handling player input and movement speed)
+ \item Rigidbody (to handle physics-based movement, like velocity changes)
+ \item Transform (to apply movement to the object's position)
+ \end{itemize}
+ \item Bounce (elastic collisions)
+ \begin{itemize}
+ \item Rigidbody (for bounce coefficient and velocity adjustments)
+ \item ColliderComponent (to detect collisions and calculate bounce)
+ \item Transform (to adjust position after bouncing)
+ \end{itemize}
-1. Input Processing
-2. Run Scripts (custom logic, AI, player input, etc.)
-3. Apply Forces (gravity, directional forces, user-applied forces)
-4. Calculate Movement (update positions based on velocity)
-5. Collision Detection and Resolution
-6. Post-Collision Adjustments (e.g., friction, constraints)
+ \item Rotation (torque or angular forces)
+ \begin{itemize}
+ \item Rigidbody (for rotational inertia and angular velocity)
+ \item Transform (to apply rotation to the object)
+ \end{itemize}
+ \item Directional Force (e.g.~explosions, pushing)
+ \begin{itemize}
+ \item ForceComponent (to apply the force in a direction with a magnitude)
+ \item Rigidbody (for velocity changes due to the force)
+ \item Transform (to update position based on the force)
+ \end{itemize}
+
+ \item Particles (e.g.~smoke, explosions)
+ \begin{itemize}
+ \item ParticleComponent (to define particle effects like lifetime, velocity)
+ \item Transform (to emit particles from the object’s position)
+ \end{itemize}
+\end{itemize}
+
+\begin{enumerate}
+ \item Input Processing
+ \item Run Scripts (custom logic, AI, player input, etc.)
+ \item Apply Forces (gravity, directional forces, user-applied forces)
+ \item Calculate Movement (update positions based on velocity)
+ \item Collision Detection and Resolution
+ \item Post-Collision Adjustments (e.g.~friction, constraints)
+\end{enumerate}
\subsection{Conclusion}