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@@ -596,7 +596,7 @@ setKinematic(false);
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* Kinematics are solid and characters can "`stand`" on them.
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* When they collide, Kinematics push dynamic objects, but a dynamic object never pushes a Kinematic.
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-* You can hang kinematics up "`in mid-air`" and attach other PhysicsControls to them using xref:hinges_and_joints.adoc[hinges and joints]. Picture them as "`air hooks`" for flying aircraft carriers, floating islands in the clouds, suspension bridges, swings, chains…
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+* You can hang kinematics up "`in mid-air`" and attach other PhysicsControls to them using xref:joint/hinges_and_joints.adoc[hinges and joints]. Picture them as "`air hooks`" for flying aircraft carriers, floating islands in the clouds, suspension bridges, swings, chains…
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* You can use Kinematics to create mobile remote-controlled physical objects, such as moving elevator platforms, flying blimps/airships. You have full control how Kinematics move, they never "`fall`" or "`topple`" over.
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