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Physics in Video GamesPhysics is an integral part of most modern video game design, especially if the game is in three-d. Here are some examples:-Optics (the physics of light) is used to figure out how a scene in a video game might look when lit up, what angles glassy surfaces might reflect at, at what degree a reflection on water is bent, and whether nearby surfaces reflect onto each other and to what degree. It also lets them know what parts and how intensely surfaces are lit, and how different textures and kinds of materials absorb or give off light. This can let them display objects with seemingly different textures, such as a chalky surface vs. a smooth surface.-Kinetics (the physics of movement) has been in play since Pong, although the formulas used to determine movement have grown more refined, and now might take into account gravity, air resistance, or, in a lot of games, the impact from bullets. Kinetics also has special formulas for the movement of springs, which can be useful for figuring out how a vehicle might move over bumpy terrain, or how hair might move during a movie sequence.-Acoustics, the physics of sound, has come into play recently as some games now take advantage of the Doppler effect for added realism- noisy objects getting louder as they get closer and quieter as they move away.-Some space simulations and most flight sims take gravity into account to figure out how quickly a space vehicle or plane should fall towards the surface of the nearest planet. Also, tank and mortar trajectories take these formulas into account.There is another area where physics comes into play, of course, and that is in the design of the video game system itself. Solving problems like keeping the CPU at an appropriate temperature, or storing memory at a given density can make new Video Games possible that weren't before.Interestingly enough, physics isn't the only science that sometimes has a hand in video game design. Materials science, mathematics, chemistry, and especially information science, all play roles.
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