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Game Development Game Physics Syllabus

The Game Physics syllabus for Game Development in full: 10 chapters and 41 topics, every one listed below, plus 51 Game Physics flashcards with answers.

10Chapters
41Topics
51Flashcards

Game Physics syllabus: all 10 chapters

Expand any chapter to see its topics and sub-topics.

  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 Development Game Physics flashcards — 51 questions with 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.

  20. How do you compute the magnitude (length) of a 3D vector $\vec{v} = (x, y, z)$?

    $$|\vec{v}| = \sqrt{x^{2} + y^{2} + z^{2}}$$

Show the other 31 Game Physics flashcards
  1. How do you normalize a vector, and why is it done in game physics?

    Divide by its magnitude: $\hat{v} = \frac{\vec{v}}{|\vec{v}|}$. This produces a unit vector (length 1) that preserves direction, used for directions, normals, and lighting.

  2. What is the derivative of $f(x) = x^{n}$ (power rule)?

    $$\frac{d}{dx}x^{n} = n x^{n-1}$$

  3. State the chain rule of differentiation.

    $$\frac{d}{dx}f(g(x)) = f'(g(x))\cdot g'(x)$$

  4. Why is differential calculus fundamental to physics simulation?

    Motion is described by derivatives: velocity $\vec{v} = \frac{d\vec{r}}{dt}$ and acceleration $\vec{a} = \frac{d\vec{v}}{dt}$. Forces produce accelerations, which are integrated over time to update velocity and position.

  5. State the power rule for integration.

    $$\int x^{n}\,dx = \frac{x^{n+1}}{n+1} + C \quad (n \neq -1)$$

  6. State the fundamental theorem of calculus.

    $$\int_a^b f(x)\,dx = F(b) - F(a)$$ where $F'(x) = f(x)$. Differentiation and integration are inverse operations.

  7. In a physics engine, how are velocity and position obtained from acceleration?

    By integration over time: $$\vec{v}(t) = \vec{v}_0 + \int \vec{a}\,dt,\qquad \vec{r}(t) = \vec{r}_0 + \int \vec{v}\,dt$$

  8. What does a matrix represent in linear algebra for game transforms?

    A matrix is a rectangular array that encodes a linear transformation (rotation, scale, shear) or, in homogeneous coordinates ($4\times4$), also translation. Applying it to a vector transforms that vector.

  9. Write the standard 2D rotation matrix by angle $\theta$.

    $$R(\theta) = \begin{pmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{pmatrix}$$

  10. What is the identity matrix and its key property?

    The identity matrix $I$ has 1s on the diagonal and 0s elsewhere. For any compatible matrix $A$: $AI = IA = A$. It represents the transformation that leaves vectors unchanged.

  11. Why are quaternions preferred over Euler angles for 3D rotation in games?

    Quaternions avoid gimbal lock, interpolate smoothly (via slerp), are compact (4 numbers), and compose rotations efficiently without accumulating numerical drift.

  12. Describe the Explicit (Forward) Euler integration method and its formulas.

    A first-order method that steps state forward using the current derivative: $$\vec{v}_{n+1} = \vec{v}_n + \vec{a}_n\,\Delta t,\qquad \vec{x}_{n+1} = \vec{x}_n + \vec{v}_n\,\Delta t$$ Simple but can gain energy and become unstable.

  13. How does Semi-implicit (Symplectic) Euler differ from Explicit Euler, and why is it favored?

    It updates velocity first, then uses the new velocity for position: $\vec{v}_{n+1} = \vec{v}_n + \vec{a}_n\Delta t$, then $\vec{x}_{n+1} = \vec{x}_n + \vec{v}_{n+1}\Delta t$. It conserves energy better and is more stable for game physics.

  14. What is Verlet integration and one of its advantages?

    Position-based scheme: $$\vec{x}_{n+1} = 2\vec{x}_n - \vec{x}_{n-1} + \vec{a}_n\,\Delta t^{2}$$ It is stable, time-reversible, and handles constraints well (used in cloth/ragdoll simulation).

  15. Why is a fixed timestep often used for physics integration?

    A constant $\Delta t$ makes simulation deterministic and numerically stable, avoiding artifacts from variable frame rates. Rendering interpolates between fixed physics steps.

  16. Define the moment of inertia and its role in rotational motion.

    Moment of inertia $I$ is the rotational analog of mass, quantifying resistance to angular acceleration. For point masses: $I = \sum m_i r_i^{2}$. It relates torque and angular acceleration via $\tau = I\alpha$.

  17. State the rotational form of Newton's second law.

    $$\vec{\tau} = I\vec{\alpha}$$ where $\vec{\tau}$ is net torque, $I$ is moment of inertia, and $\vec{\alpha}$ is angular acceleration.

  18. How is torque defined as a vector?

    $$\vec{\tau} = \vec{r}\times\vec{F}$$ where $\vec{r}$ is the position vector from the pivot to the force application point. Magnitude: $\tau = rF\sin\theta$.

  19. Define angular momentum for a rigid body.

    $$\vec{L} = I\vec{\omega}$$ (for rotation about a principal axis), where $I$ is the moment of inertia and $\vec{\omega}$ is angular velocity. More generally $\vec{L} = \vec{r}\times\vec{p}$.

  20. Give the rotational kinetic energy of a rigid body.

    $$KE_{rot} = \tfrac{1}{2}I\omega^{2}$$ A rolling body has total energy $\tfrac{1}{2}mv^{2} + \tfrac{1}{2}I\omega^{2}$.

  21. What distinguishes an elastic collision from an inelastic collision?

    In an elastic collision, both momentum and kinetic energy are conserved. In an inelastic collision, momentum is conserved but kinetic energy is not (some is lost to heat/deformation). Perfectly inelastic: bodies stick together.

  22. What is the coefficient of restitution $e$, and what do its extreme values mean?

    $$e = \frac{|v_{2f} - v_{1f}|}{|v_{1i} - v_{2i}|}$$ It measures bounciness: $e = 1$ is perfectly elastic, $e = 0$ is perfectly inelastic (no bounce).

  23. For a 1D elastic collision between masses $m_1$ and $m_2$, give the final velocity of $m_1$.

    $$v_{1f} = \frac{m_1 - m_2}{m_1 + m_2}v_{1i} + \frac{2m_2}{m_1 + m_2}v_{2i}$$

  24. What is an impulse and how does it relate to momentum?

    Impulse is the integral of force over time and equals the change in momentum: $$\vec{J} = \int \vec{F}\,dt = \Delta\vec{p} = m\Delta\vec{v}$$ Physics engines resolve collisions by applying impulses.

  25. What is a constraint in a physics engine, and give an example type.

    A constraint restricts the relative motion of bodies to satisfy a rule (e.g. a fixed distance). Example: a distance constraint keeps two points a set length apart; joints are constraints connecting rigid bodies.

  26. Name and briefly describe three common joint types used in game physics.

    Hinge (revolute): allows rotation about one axis (a door). Ball-and-socket (spherical): allows rotation about all axes (a shoulder). Prismatic (slider): allows translation along one axis only (a piston).

  27. Describe particle kinematics and how a basic particle is updated each frame.

    A particle is a point mass with position and velocity but no orientation. Each step: accumulate forces to get $\vec{a} = \vec{F}/m$, then integrate $\vec{v} \mathrel{+}= \vec{a}\Delta t$ and $\vec{x} \mathrel{+}= \vec{v}\Delta t$.

  28. Give the gravitational force between two masses (Newton's law of universal gravitation).

    $$F = G\frac{m_1 m_2}{r^{2}}$$ where $G \approx 6.674\times10^{-11}\ \text{N·m}^{2}/\text{kg}^{2}$, directed along the line joining the masses.

  29. Write the formula for kinetic (sliding) friction force.

    $$f_k = \mu_k N$$ where $\mu_k$ is the coefficient of kinetic friction and $N$ is the normal force. It opposes the direction of motion.

  30. State Hooke's Law for an ideal spring and the meaning of the sign.

    $$\vec{F} = -k\vec{x}$$ The restoring force is proportional to displacement $\vec{x}$ from equilibrium and directed opposite to it; $k$ is the spring stiffness constant.

  31. What is the damping force in a spring-damper system, and what does critical damping mean?

    Damping force opposes velocity: $\vec{F}_d = -c\vec{v}$, where $c$ is the damping coefficient. Critical damping is the smallest damping that returns the system to equilibrium without oscillating (fastest non-oscillatory settling).

Game Development Game Physics FAQ

What is in the Game Development Game Physics syllabus?

Game Development Game Physics is split into 10 chapters: Fundamentals of Physics, Mathematics for Physics, Rigid Body Dynamics, Particle Systems, Collision Detection, Soft Body Dynamics, Fluid Dynamics, Physics Engines, Optimization Techniques and Advanced chapters. Together they contain 41 topics.

How many chapters are in Game Development Game Physics?

10 chapters, containing 41 topics. The largest chapter is Fundamentals of Physics, with 5 topics.

Are there flashcards for Game Development Game Physics?

Yes — a 51-card Game Physics deck, printed in full in the flashcards section of this page and available in the Examius app with spaced repetition. The free plan covers one exam of your choice, including its flashcards; Examius Pro, a one-time purchase, unlocks every other exam and deck.