From 186d6dd8c66052977d1c5e8d9e73cc43ceed313b Mon Sep 17 00:00:00 2001
From: Loek Le Blansch <loek@pipeframe.xyz>
Date: Wed, 30 Oct 2024 12:13:18 +0100
Subject: cleanup research.tex

---
 research.tex | 119 ++++++++++++++++++++++++++++++-----------------------------
 1 file changed, 60 insertions(+), 59 deletions(-)

(limited to 'research.tex')

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}
 
-- 
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