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author | Jaro <jarorutjes07@gmail.com> | 2024-09-13 15:46:51 +0200 |
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committer | Jaro <jarorutjes07@gmail.com> | 2024-09-13 15:46:51 +0200 |
commit | 4f6a60bac5502c1be731cb5dc30cc161efa9589e (patch) | |
tree | 48d5103affd0396bc9a2e6f728d00b8298d0b838 | |
parent | 5a4c077aecf24da954cf25a175b68b0877c8f6b7 (diff) |
added some research physics
-rw-r--r-- | research.tex | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/research.tex b/research.tex index 6323be0..5181739 100644 --- a/research.tex +++ b/research.tex @@ -187,9 +187,19 @@ for audio some options could be: FMOD, Wwise, or iirKlang \section{Physics/scripting} \subsection{Introduction} +This part of the research explains the use of physics in a game engine. Furthermore, it examines the ease of using a physics engine compared to implementing physics from scratch. Ultimately, a recommendation will be provided on whether using a physics engine is more feasible than a custom implementation. + +\subsection{Physics Core Concepts} + +\subsubsection{Kinematics} + +\subsubsection{Dynamics} + Physics Core Concepts +https://bluebirdinternational.com/game-physics/#:~:text=Game%20physics%20is%20implemented%20using,solid%20and%20deformable%20objects%2C%20respectively. + rigid body A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is constant. |