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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-30 12:13:18 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-30 12:13:18 +0100 |
commit | 186d6dd8c66052977d1c5e8d9e73cc43ceed313b (patch) | |
tree | 76bed58df838e8af356fefb801bfcc2111305c51 /research.tex | |
parent | 8b67565db3ff84ca31d9fffa228240d11a0a467c (diff) |
cleanup research.tex
Diffstat (limited to 'research.tex')
-rw-r--r-- | research.tex | 119 |
1 files changed, 60 insertions, 59 deletions
diff --git a/research.tex b/research.tex index 7502329..6853d5f 100644 --- a/research.tex +++ b/research.tex @@ -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} |