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Physics Engines in Video Games

Jun 23, 2025

Overview

This lecture introduces physics engines in video games, explaining their basic function, common calculations, and the ways in which games simulate real-world physical phenomena for gameplay.

Introduction to Physics Engines

  • A physics engine is software used to simulate physical phenomena in video games.
  • Physics engines approximate real-world physics to run calculations quickly and maintain player interest.
  • The engine processes user input, updates object positions and interactions, and displays results (rendering).

Basic Physics Calculations in Games

  • Early games like Pong use simple physics, such as calculating the angle of incidence and angle of reflection.
  • The angle of incidence is the angle at which an object approaches a surface; the angle of reflection is equal to it.
  • These principles also apply in games like pool/billiards and simple 2D games.

Acceleration and Gravity in Games

  • Objects falling due to gravity accelerate at 9.8 m/s² (32 ft/s²) on Earth.
  • Speed increases each second an object falls: after one second, 32 ft/s; after two seconds, 64 ft/s, etc.
  • Calculations can determine distance fallen, velocity at a given moment, and average velocity.

Ballistic Trajectory and Jumping Mechanics

  • Ballistic trajectory calculations apply to jumping in games (e.g., platformers).
  • After jumping, gravity pulls a character back toward the ground; distance and height depend on angle and force.
  • Jumping at a 45-degree angle usually yields maximum horizontal distance with equal initial force.
  • Jumping at 30° or 60° produces similar, but shorter, distances due to angle effects on motion.

Simplifications in Game Physics

  • Video games simplify physics by ignoring minor factors like friction, altitude effects on gravity, or Earth's spin.
  • Simple, fast equations are used so gameplay remains smooth and responsive.

Physics Engines in Action: Example

  • In games like Super Mario, physics engines determine jump height, airtime, and where/when the character lands.
  • Collisions with objects add complexity, requiring the engine to detect and handle these events.

Key Terms & Definitions

  • Physics Engine — Software for simulating physical interactions and movement in games.
  • Angle of Incidence — The angle at which an object approaches a surface.
  • Angle of Reflection — The angle at which an object bounces off a surface, equal to the angle of incidence.
  • Acceleration — The rate of change of velocity; for gravity, 9.8 m/s² (32 ft/s²).
  • Ballistic Trajectory — The curved path of an object under the influence of gravity.
  • Render — The process of displaying updated positions and visuals on the screen.

Action Items / Next Steps

  • No calculations or math required for this week.
  • Review linked Wikipedia pages for further examples and explanations.
  • Prepare for next lecture on advanced physics and applications in more complex games.