From 4f6a60bac5502c1be731cb5dc30cc161efa9589e Mon Sep 17 00:00:00 2001
From: Jaro <jarorutjes07@gmail.com>
Date: Fri, 13 Sep 2024 15:46:51 +0200
Subject: added some research physics

---
 research.tex | 10 ++++++++++
 1 file changed, 10 insertions(+)

(limited to 'research.tex')

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.
 
-- 
cgit v1.2.3

