diff --git a/Week 5/README.md b/Week 5/README.md index 2789cdd..47f4bd5 100644 --- a/Week 5/README.md +++ b/Week 5/README.md @@ -405,4 +405,5 @@ Even when no force (and therefore no acceleration) is affecting the Player objec * 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? * 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.