Balancing Act: Torque and Levers
force times lever arm decides which way it turns
A lever balances when m₁r₁ = m₂r₂. Torque is force times lever arm, and net torque over moment of inertia gives angular acceleration.
Interactive physics from forces and fields to quanta and curved spacetime, with the equations behind each model.
21 cheat sheets · 5 subcategories
Forces, oscillation, orbits, torque, waves and fluids.
force times lever arm decides which way it turns
A lever balances when m₁r₁ = m₂r₂. Torque is force times lever arm, and net torque over moment of inertia gives angular acceleration.
the water pushes up with the weight of what you displace
Archimedes: a body is pushed up by the weight of fluid it displaces, so it floats with ρ_object/ρ_fluid of its volume under. Boats and crates in games.
a sine-shaped pull back to the bottom, minus friction
A swinging weight pulled by sin θ: its period is only 2π√(L/g) for small swings, and damping decays the arc. Grapples, lamps and ropes in games.
ellipses, equal areas, and T² ∝ a³
Orbits are ellipses with the star at one focus, sweep equal areas in equal times, and have T² ∝ a³. Place planets on rails exactly with Kepler's equation.
small launch errors become a spread of landing spots
Repeat a launch with a little speed error and the landings form a distribution. Mean, spread and why R ∝ v² shifts the average: the maths of weapon spread.
constant sideways speed, steadily changing vertical speed
Launch angle, speed and gravity fully determine a ballistic arc: x moves at constant speed while y accelerates downward.
everything orbits the shared centre of mass
Two gravitating bodies circle their shared barycentre: radii split by mass, period set by total mass. Plus a stable n-body integrator for games.
air molecules shuffle back and forth, the pattern travels
Sound is a longitudinal pressure wave: frequency sets pitch and wavelength, amplitude sets loudness. The physics behind 3D audio, delay and Doppler.
pull back in proportion, bleed energy, push in rhythm
Hooke's law, damping and a periodic push: the forced oscillator behind springy cameras, wobbly UI and suspension, and why driving at ω₀ explodes.
Fields, charged particles and electromagnetic waves.
B bends, E pushes, together they drift
The Lorentz force curls a charge around magnetic field lines and crossed E and B make it drift sideways. Integrate it with Boris, not Euler.
add every charge's push, then follow the arrows
Coulomb fields add as vectors; tracing streamlines along the net field draws lines that leave positive charges, end on negative ones and never cross.
leapfrog E and B on a staggered grid
Light is E and B regenerating each other. A 1D Yee grid (FDTD) leapfrogs them in time, slows them in glass and blows up past the Courant limit.
Heat flow, gases and statistical energy distributions.
high energy is possible, just exponentially rare
At temperature T a state of energy E is weighted by e^(−E/kT). Metropolis sampling reproduces the distribution with a simple accept/reject rule.
each cell drifts toward the average of its neighbours
Heat flows down temperature gradients at a rate set by the Laplacian. The explicit grid update is four lines of code, and is stable only if αΔt/Δx² ≤ ¼.
pressure is just particles bouncing off walls
Temperature is average kinetic energy and pressure is momentum delivered to the walls. Bounce point particles in a box and PV = NkT falls out.
Wavefunctions, tunneling and wave packets.
a cloud of probability that spreads, scatters and interferes
A Gaussian wave packet in 2D drifts, spreads and splits at a potential bump; brightness shows |ψ|² and colour shows the quantum phase.
walls force whole half-waves, so energy comes in steps
A particle trapped between hard walls can only hold standing waves, so its energy is quantized as n² and superpositions slosh at beat frequencies.
a wave leaks through a wall it can't climb
A quantum packet hitting a barrier higher than its energy still partly gets through: transmission falls off exponentially with barrier width.
Curved spacetime, gravitational waves and precession.
orbiting masses shake spacetime at twice their orbit rate
A compact binary radiates gravitational waves at twice its orbital frequency; chirp mass and distance set a strain of around 10⁻²¹ or smaller.
more mass, deeper well, tighter orbits
Mass curves spacetime: picture a gravity well whose depth follows −GM/r, with the Schwarzschild radius 2GM/c² marking where light can no longer escape.
relativity keeps the ellipse from quite closing
General relativity adds a small 1/r⁴ pull that makes an orbit's closest point creep forward each lap: about 43 arcseconds per century for Mercury.