<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Physics on GameSweetGame</title><link>https://gamesweetgame.com/en/tags/physics/</link><description>Recent content in Physics on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Mon, 01 Jan 2024 00:00:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/en/tags/physics/index.xml" rel="self" type="application/rss+xml"/><item><title>Math Fundamentals for 2D Physics Engines</title><link>https://gamesweetgame.com/en/p/math-fundamentals-for-2d-physics-engines/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/math-fundamentals-for-2d-physics-engines/</guid><description>&lt;p&gt;Drawing with D2D.&lt;/p&gt;
&lt;p&gt;Linear algebra, calculus, Taylor series.&lt;/p&gt;
&lt;h2 id="key-physics-terms"&gt;Key Physics Terms
&lt;/h2&gt;&lt;p&gt;&lt;strong&gt;Impulse:&lt;/strong&gt; The product of force and the time it acts (force × time). Represents how much mass and velocity change.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Momentum:&lt;/strong&gt; A physics term for the quantity of motion. Calculated by multiplying mass by velocity, measured in kg⋅m/s.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Damping:&lt;/strong&gt; A force that resists motion, similar to friction.&lt;/p&gt;
&lt;h2 id="calculus"&gt;Calculus
&lt;/h2&gt;&lt;p&gt;A concept devised by Isaac Newton.&lt;/p&gt;
&lt;h3 id="differentiation"&gt;Differentiation
&lt;/h3&gt;&lt;p&gt;Think of it as finding the slope at any arbitrary point on a function.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Differentiation - slope of tangent line" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h4 id="power-rule"&gt;Power Rule
&lt;/h4&gt;&lt;p&gt;&lt;img alt="Power Rule" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h4 id="quotient-rule"&gt;Quotient Rule
&lt;/h4&gt;&lt;p&gt;&lt;img alt="Quotient Rule" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h4 id="product-rule"&gt;Product Rule
&lt;/h4&gt;&lt;p&gt;&lt;img alt="Product Rule" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h4 id="chain-rule"&gt;Chain Rule
&lt;/h4&gt;&lt;p&gt;&lt;img alt="Chain Rule" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h4 id="derivatives-of-exponential-and-logarithmic-functions"&gt;Derivatives of Exponential and Logarithmic Functions
&lt;/h4&gt;&lt;p&gt;&lt;img alt="Exponential/Log derivatives" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h3 id="integration"&gt;Integration
&lt;/h3&gt;&lt;p&gt;Finding the signed area under a curve.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Integration - signed area" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h2 id="torque"&gt;Torque
&lt;/h2&gt;&lt;p&gt;Calculated using the cross product of vectors.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Torque" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;
&lt;h2 id="eigenvalues"&gt;Eigenvalues
&lt;/h2&gt;&lt;p&gt;Needed for 3D physics engines (related to axes of rotation).&lt;/p&gt;
&lt;p&gt;&lt;img alt="Eigenvalues" loading="lazy" sizes="(max-width: 767px) calc(100vw - 30px), (max-width: 1023px) 700px, (max-width: 1279px) 950px, 1232px"&gt;&lt;/p&gt;</description></item></channel></rss>