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Physics

Mechanics

Forces, oscillation, orbits, torque, waves and fluids.

Interactive visual
01 · core

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 visual
02 · core

Buoyancy

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.

Interactive visual
03 · common

Damped Pendulum

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.

Interactive visual
04 · common

Kepler's Laws

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.

Interactive visual
05 · common

Projectile Data Lab

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.

Interactive visual
06 · core

Projectile Motion

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.

Interactive visual
07 · common

Solar System: Two-Body Orbits

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.

Interactive visual
08 · core

Sound Waves

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.

Interactive visual
09 · core

Spring-Mass Oscillator

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.