diff --git a/Session 5/README.md b/Session 5/README.md index ea2f688..ea8676b 100644 --- a/Session 5/README.md +++ b/Session 5/README.md @@ -405,9 +405,10 @@ Even when no force (and therefore no acceleration) is affecting the Player objec ## Homework -* We are currently using "Explicit Euler" which may not be the best integrator. For higher marks in 217CR, you will need to implement other integrators. **Either way, knowing the different integrators, what makes them different and to what effect is need-to-know knowledge. Time to research!** +* We are currently using "Explicit Euler" which is not the best integrator. For higher marks in 217CR, you will need to implement other integrators. **Either way, knowing the different integrators, what makes them different and to what effect is need-to-know knowledge. Time to research!** * When calculating the acceleration, we do force / mass. A division in C++ code takes more clock cycles than multiplication. How could we improve this calculation? (Hint: it's to do with the mass never needing to change.) (Think about this for a while and then ask me about it!) * Add more forces to the Particle such as drag or wind. * Add some debugging to your project so you can get a better understanding of how the Particle is updated. * Add keyboard controls for movement in the other axes. * Make it so there is one object that is affected by the keyboard and others that are affected by forces for your coursework. +* Having keyboard controls in the _Update_ function is slightly messy. We could move the keyboard code into new function (perhaps called something like "CheckForInput" which we then call in the _Update_ function where the code used to be. - A small change but it will instantly neaten your code!