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Game physics

introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more realistic to the observer

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Record originEnglish Wikipedia
Text licenseCC BY-SA 4.0
Source revisionMay 3, 2025
Entity authorityQ2885518
Source-derived summary

Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes. Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game.

There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within the environment, and collision detection, used to solve the problem of determining when any two or more physical objects in the environment cross each other's path.

Physics simulations

There are two central types of physics simulations: rigid body and soft-body simulators. In a rigid body simulation objects are grouped into categories based on how they should interact and are less performance intensive. Soft-body physics involves simulating individual sections of each object such that it behaves in a more realistic way.

Editorial summary

The public source identifies “Game physics” as introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more realistic to the observer. This brief keeps that definition visible, then builds a research path around Game, physics and introduction.

Editorial reviewUseful for establishing the present vocabulary of the subject while preserving a route back to the evidence on which that vocabulary rests. The current 242-word lead offers orientation but no explicit four-digit date, so chronology should not be assumed. The selected authority fields contribute no independent date. Its value is orientation rather than verdict, with Game, physics and introduction providing the first useful test.
Editorial analysis

Why this record matters

A short description can identify a subject without explaining its stakes. For “Game physics”, the useful work is to connect “introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more realistic to the observer” to the records capable of establishing context and consequence.

Evidence profile

The date and method of observation matter as much as the stated conclusion, especially where classification or consensus has changed. The source revision retrieved here is dated May 3, 2025. The linked authority identifier is Q2885518. None of the 0 selected statements returned an explicit reference.

Critical limits

Current terminology should not be projected backward without checking the classification used when the underlying evidence was created. The source lead contains qualifying language; that uncertainty should survive quotation, summary and reuse. Authority statements aid reconciliation but still require their own references, qualifiers and ranks to be checked.

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Source & attribution

This entry incorporates text from Game physics” on English Wikipedia. Contributors are listed in the page history. Text is available under the Creative Commons Attribution-ShareAlike 4.0 License. Selected authority identifiers and statements are retrieved from Wikidata under CC0; their references and qualifiers remain part of the verification path.