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author | Jaro <jarorutjes07@gmail.com> | 2024-10-26 19:34:32 +0200 |
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committer | Jaro <jarorutjes07@gmail.com> | 2024-10-26 19:34:32 +0200 |
commit | e147d964f22257035da954e398f6b898b942c3ac (patch) | |
tree | 0ffc331f4253eae95240c97ac6946929d71d3357 /research.tex | |
parent | 314baff9cdc711eee2f307f22e1def778360d9e8 (diff) |
Notulen notes en collision diagram en research toegevoegd
Diffstat (limited to 'research.tex')
-rw-r--r-- | research.tex | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/research.tex b/research.tex index 791e9f1..01f25a0 100644 --- a/research.tex +++ b/research.tex @@ -670,6 +670,73 @@ The benefit of ECS is that all physics and collsions are handled by one system. What EC can not provide compared to ECS is a physics world. A physics world would be the physics that apply to all dynamic physics components. If you want to create gravity you can add the force to the world. The physics system would read all the Physics forces in the world and apply them to all dynamic entities. This would create an easier to use interface for the user and improve the efficiency of the physics 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} + + +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) + + \subsection{Conclusion} More components need te be created for both EC and ECS with the diagram provided by the customer. With ECS having the benefit of creating a world where all dynamic object can have a force they interact with. A physics system has the benefit that all physics functionalities are located within one system instead in each component. The flow of Physics updates can be change within the physics system instead of in the gameloop itself. |