Particle Systems are physics models that model small particles. Long ago those systems have been introduced to game engines and are the foundation of creating a realistic looking environment. They are great to, for example, model explosions, vapor trails and general lights in a game.
In this tutorial the equation of reflection off of any hypersurface, i.e. off a line in 2D and off a plane in 3D, is derived from the known observation that the angle of incidence equals the angle of reflection.
This tutorial introduces the notion of friction. Basically speaking, friction is any force that retards or consumes energy from another system - like Facebook.
The goal of this tutorial is to define and investigate the structure of space-time and the corresponding group of transformations and to analyze the constraints imposed by Galileo's principle of relativity on Newton's equation of motion.
All of us are proud of our freedom, yet we are all bound and have our very existence constrained and regulated by three fundamental, yet very simple, laws of physics: Newton's Laws of Motion.
A projectile is an object that is launched into motion and then allowed to follow a path determined solely by the influence of gravity. Air resistance and the Earth's rotation are ignored for the moment. Projectile movement is implemented in C++ using symplectic Euler integration.
This tutorial extends our study of kinematics to motion in two dimensions, allowing for a wider range of physical phenomena to be simulated with our symplectic integrator.