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SketchpunkLabs | WebGL2 : 127 : Spring Rotation @SketchpunkLabs | Uploaded 5 years ago | Updated 3 hours ago
In this lesson we explore more spring math by instead using rotation instead translation. We will also explore a different sort of spring called Soft Constraints also known as implicit euler and semi-implicit euler which is used by some physics engines like Box2D.

We also continue to build our baller controller since the last video. We use spring rotation to control the movement of the plunger gun that is attached to the sphere.

Extra Source Files are on patreon for free. Enjoy.
https://www.patreon.com/posts/28683139

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Links of Interest
http://allenchou.net/2015/04/game-math-more-on-numeric-springing/
http://box2d.org/files/GDC2011/GDC2011_Catto_Erin_Soft_Constraints.pdf

https://gafferongames.com/post/spring_physics/
https://gafferongames.com/post/physics_in_3d/
https://wiki.unity3d.com/index.php/JiggleBone
https://www.khanacademy.org/science/ap-physics-1/simple-harmonic-motion-ap/spring-mass-systems-ap/v/period-dependance-for-mass-on-spring
https://gamedev.stackexchange.com/questions/105728/how-to-program-a-fully-controllable-spring-damped-motion
https://codepen.io/sketchpunk/details/WqJOMM
http://lolengine.net/blog/2015/05/03/damping-with-delta-time
http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
http://mathproofs.blogspot.com/2013/07/critically-damped-spring-smoothing.html

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GitHub :: https://github.com/sketchpunk/FunWithWebGL2
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Trello :: https://trello.com/b/zcTUPpFy/fun-with-webgl-20
WebGL2 : 127 : Spring RotationWebGL2 : 136 : Quaternion Swing and TwistWebGL2 : 122 : IK Solver AimWebGL2 : 137.6 : IK Rigs - Head & SpringsWebGL2 : 117 : Arc Circle IK SolverWebGL 3D Painting PrototypeWebGL2 : 137.0 : IK Rigs IntroWebGL2 : 134 : Data Texture Skin AnimationIK Rig - Prototype DemoWebGL2 : 119 : Three Bone IK SolverWebGL2 : 137.3 : IK Rigs - FeetWebGL2 : 129 : Spring Bone Chain

WebGL2 : 127 : Spring Rotation @SketchpunkLabs