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Game Development Game Physics Syllabus

Every chapter and topic of Game Physics examined in Game Development — 10 chapters, 41 topics, plus 51 flashcards written against it.

10Chapters
41Topics
0Sub-topics
~30hEst. first pass
16%Of Game Development
51Flashcards

Game Physics syllabus — full chapter and topic list

Expand any chapter to see its topics and sub-topics. This is the whole examinable outline for Game Physics in Game Development, not a summary of it.

  1. Fundamentals of Physics

    5 topics
    • Newton's Laws of Motion
    • Kinematics
    • Dynamics
    • Work, Energy, and Power
    • Conservation Laws
  2. Mathematics for Physics

    5 topics
    • Vectors and Scalars
    • Differential Calculus
    • Integral Calculus
    • Linear Algebra
    • Numerical Methods
  3. Rigid Body Dynamics

    4 topics
    • Rigid Body Motion
    • Rotation and Angular Momentum
    • Collisions
    • Constraints and Joints
  4. Particle Systems

    4 topics
    • Particle Kinematics
    • Forces and Motion
    • Particle Collisions
    • Springs and Damping
  5. Collision Detection

    4 topics
    • Bounding Volumes
    • Broad Phase Collision Detection
    • Narrow Phase Collision Detection
    • Collision Response
  6. Soft Body Dynamics

    4 topics
    • Mass-Spring Systems
    • Finite Element Method
    • Cloth Simulation
    • Deformable Objects
  7. Fluid Dynamics

    4 topics
    • Navier-Stokes Equations
    • Smoothed Particle Hydrodynamics (SPH)
    • Eulerian Methods
    • Vortex Methods
  8. Physics Engines

    3 topics
    • Overview of Popular Physics Engines
    • Integration with Game Engines
    • Custom Physics Engine Development
  9. Optimization Techniques

    4 topics
    • Spatial Partitioning
    • Level of Detail (LOD)
    • Parallel Computing
    • Performance Profiling
  10. Advanced chapters

    4 topics
    • Inverse Kinematics
    • Ragdoll Physics
    • Destruction Physics
    • Procedural Animation

Game Physics flashcards for Game Development

19 of 51 cards from the Game Physics deck — real questions with worked answers.

  1. State Newton's First Law of Motion.

    An object remains at rest or in uniform motion in a straight line unless acted upon by a net external force. This is the law of inertia: if $\sum \vec{F} = 0$, then $\vec{v}$ is constant.

  2. State Newton's Second Law and give its vector formula.

    The net force on a body equals its mass times its acceleration: $$\sum \vec{F} = m\vec{a}$$ Equivalently, force equals the rate of change of momentum: $\vec{F} = \frac{d\vec{p}}{dt}$.

  3. State Newton's Third Law of Motion.

    For every action there is an equal and opposite reaction: if body A exerts force $\vec{F}_{AB}$ on body B, then B exerts $\vec{F}_{BA} = -\vec{F}_{AB}$ on A.

  4. How is linear momentum defined, and how does it relate to force?

    Momentum is $\vec{p} = m\vec{v}$. Newton's second law in momentum form is $\vec{F} = \frac{d\vec{p}}{dt}$, so force is the time rate of change of momentum.

  5. What is the difference between a scalar and a vector?

    A scalar has only magnitude (e.g. mass, speed, temperature). A vector has both magnitude and direction (e.g. velocity, force, acceleration), written as $\vec{v}$.

  6. Give the four kinematic equations for constant acceleration in 1D.

    $$v = v_0 + at,\quad x = x_0 + v_0 t + \tfrac{1}{2}at^{2}$$ $$v^{2} = v_0^{2} + 2a(x - x_0),\quad x = x_0 + \tfrac{1}{2}(v_0 + v)t$$

  7. Define instantaneous velocity and instantaneous acceleration in terms of derivatives.

    Velocity is the derivative of position: $\vec{v} = \frac{d\vec{r}}{dt}$. Acceleration is the derivative of velocity: $\vec{a} = \frac{d\vec{v}}{dt} = \frac{d^{2}\vec{r}}{dt^{2}}$.

  8. For projectile motion under gravity (no drag), what are the horizontal and vertical acceleration components?

    Horizontal: $a_x = 0$ (constant horizontal velocity). Vertical: $a_y = -g$ where $g \approx 9.81\ \text{m/s}^{2}$.

  9. What is the range of a projectile launched on flat ground with speed $v_0$ at angle $\theta$?

    $$R = \frac{v_0^{2}\sin(2\theta)}{g}$$ Maximum range occurs at $\theta = 45^{\circ}$.

  10. Define kinetic energy and give its formula.

    Kinetic energy is the energy of motion: $$KE = \tfrac{1}{2}mv^{2}$$ measured in joules (J).

  11. Define gravitational potential energy near Earth's surface.

    $$PE = mgh$$ where $m$ is mass, $g$ is gravitational acceleration, and $h$ is height above a reference level.

  12. State the work-energy theorem.

    The net work done on an object equals its change in kinetic energy: $$W_{net} = \Delta KE = \tfrac{1}{2}mv_f^{2} - \tfrac{1}{2}mv_i^{2}$$

  13. How is mechanical work defined for a constant force, including the angle dependence?

    $$W = \vec{F}\cdot\vec{d} = Fd\cos\theta$$ where $\theta$ is the angle between force and displacement. For a varying force: $W = \int \vec{F}\cdot d\vec{r}$.

  14. Define power and give its two common formulas.

    Power is the rate of doing work: $$P = \frac{dW}{dt}$$ For a force acting on a moving body: $P = \vec{F}\cdot\vec{v}$. Units: watts (W).

  15. State the law of conservation of energy for a closed system.

    Total energy cannot be created or destroyed, only transformed. For mechanical systems without dissipation: $KE_i + PE_i = KE_f + PE_f$, i.e. $E$ is constant.

  16. State the law of conservation of linear momentum.

    If no net external force acts on a system, its total momentum is conserved: $$\sum \vec{p}_i = \sum \vec{p}_f$$

  17. State the law of conservation of angular momentum.

    If no net external torque acts, total angular momentum is conserved: $\vec{L}$ is constant. This is why a spinning skater speeds up when pulling in their arms (smaller $I$, larger $\omega$).

  18. What is the dot (scalar) product of two vectors, and what does it compute?

    $$\vec{a}\cdot\vec{b} = a_x b_x + a_y b_y + a_z b_z = |\vec{a}||\vec{b}|\cos\theta$$ It yields a scalar and measures how parallel two vectors are (used for projection).

  19. What is the cross (vector) product, and what does it produce?

    $$\vec{a}\times\vec{b} = |\vec{a}||\vec{b}|\sin\theta\,\hat{n}$$ It yields a vector perpendicular to both inputs (direction by right-hand rule), with magnitude equal to the parallelogram area. Used for torque and surface normals.

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Planning Game Physics for Game Development

Game Physics is about 16% of the Game Development syllabus by topic count — 41 of 257 topics, spread over 10 chapters. At roughly 45 minutes per topic plus 12 minutes per sub-topic, a first pass runs to about 30 hours.

The heaviest chapters are Fundamentals of Physics (5 topics), Mathematics for Physics (5 topics), Rigid Body Dynamics (4 topics) . Front-load those while your energy is high; the short chapters are better revision filler later.

Work top-down: read the chapter, then tick topics off individually rather than marking the whole chapter done. Sub-topics are where silent gaps hide.

Game Physics (Game Development) FAQ

What is in the Game Development Game Physics syllabus?

Game Physics is split into 10 chapters — Fundamentals of Physics, Mathematics for Physics, Rigid Body Dynamics, Particle Systems, Collision Detection and Soft Body Dynamics, and 4 more, containing 41 topics and 0 sub-topics in total.

How many chapters are there in Game Physics for Game Development?

10 chapters. Game Physics accounts for about 16% of the topics in the whole Game Development syllabus (41 of 257).

How long should I spend on Game Physics for Game Development?

Budget around 30 hours for a first pass through Game Physics — about 45 minutes per topic plus 12 minutes per sub-topic across its 41 topics. Add revision cycles on top.

Are there flashcards for Game Development Game Physics?

Yes — a 51-card Game Physics deck. Sample cards are printed on this page, and the full deck is free in the Examius app with spaced repetition scheduling.