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        <title>algebra - updated styling</title>
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        <description>Algebra

Algebra is a branch of mathematics that deals with mathematical operations and the manipulation of variables, often represented by letters. In game physics, algebra is used to represent the motion of objects in a game and to create equations that describe the behavior of those objects.</description>
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        <description>Raycasting Namespace

The Raycasting namespace provides functions for testing ray intersections with various shapes.

What is &quot;Raycasting&quot;?

Raycasting is a technique used in real-time physics simulations and games to detect collisions between objects. It involves projecting a ray from an origin point in a certain direction, and checking if it intersects with any objects in its path.</description>
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        <description>Calculus

Calculus is a branch of mathematics that deals with the study of rates of change and accumulation of quantities. It is an essential tool for modeling and analyzing physical systems that change over time.

Calculus is divided into two main branches:</description>
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        <description>Math Theory Intro

Welcome to the Math Theory section of our wiki! Here you will find a collection of pages that explain the fundamental math concepts that underlie our engine.

At the heart of our physics engine lies a solid understanding of mathematical theory. Math theory allows us to model the behavior of objects in our games, and create realistic physics simulations that players can interact with.</description>
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        <description>*  Home
	*  Features
	*  Installation guide
	*  Tutorials
	*  Math Theory</description>
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        <description>Currently implemented features

	*  Math library
	*  2D geometric shapes
	*  2D overlap tests
	*  3D geometric shapes
	*  3D overlap tests
	*  Raycasting &amp; Line intersections

Goals

These features are goals that will be implemented.

	*  Picking
	*  Constraint solving
	*  Particles
	*  Manifolds
	*  Linear velocity &amp; impulse
	*  Angular velocity &amp; impulse
	*  Springs</description>
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        <description>3D Geometry in Impulse Physics

Currently, there is support for the following primitives:

	*  AABB
	*  Line
	*  OrientedBox
	*  Plane
	*  Rays (for use in Raycasting)
	*  Sphere
	*  Triangle

AABB

An Axis-Aligned Bounding Box, or 'AABB', is as the name implies a box that is aligned with the coordinate system's axes. It is a rectangular box that completely encloses an object or set of objects by defining the minimum and maximum points in each of the three dimensions. The edges of the box are pa…</description>
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        <description>2D Overlap Tests

Inside of the ImpulsePhysics::CollisionChecks2D namespace, you will find the following functions available to you to check for any possible overlap:

(All of these return a bool as value, with true meaning the two given 2D Primitives are overlapping.)</description>
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