From bd0b22bef6729d0777117daea88d2a301422ac12 Mon Sep 17 00:00:00 2001 From: "Ian Evans (ab8809)" Date: Tue, 10 Sep 2019 16:07:24 +0100 Subject: [PATCH] Update README.md --- Week 5/README.md | 1 + 1 file changed, 1 insertion(+) 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.