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authorJaro <jarorutjes07@gmail.com>2024-09-13 15:46:51 +0200
committerJaro <jarorutjes07@gmail.com>2024-09-13 15:46:51 +0200
commit4f6a60bac5502c1be731cb5dc30cc161efa9589e (patch)
tree48d5103affd0396bc9a2e6f728d00b8298d0b838 /research.tex
parent5a4c077aecf24da954cf25a175b68b0877c8f6b7 (diff)
added some research physics
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@@ -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.