HTML and CSS Reference
In-Depth Information
Chapter 5. Math,
need to know how to move them in ways that users expect. That requires understanding some
common algorithms for math-based movement and physics interactions. Simple movement
based on points and vectors provides a foundation, and then it's time to create objects that
bounce off walls and one another with a bit of friction added to the mix. After that, we will
step back and talk about movement that goes beyond straight lines: circles, spirals, and com-
plex Bezier curves. We will then cover how adding gravity can affect movement. Finally, we
will finish this chapter by discussing easing and how it can have a positive effect on math-
based animations.
Search WWH ::

Custom Search