LerpworksAcademy

Section

Math and physics

Vectors

Angles and rotations

Transitions, randomness, numbers

Physics of motion

Motion: velocity, acceleration and the time stepLesson · beginnerPosition, velocity and acceleration as three linked vectors, why everything is multiplied by the frame time, and how a game moves objects in steps.Forces: gravity, friction and dragLesson · coreA force changes velocity and mass resists the change: how objects fall, why they slow down in water and air, and where terminal velocity comes from.Springs and damping: a smooth camera and soft motionLesson · coreA spring pulls toward a target and damping stops the swinging. That is how games make a camera that catches up with the player, sway, recoil and soft interfaces.Collisions: how the engine knows that objects touchLesson · coreSimplified shapes for physics, overlap tests, rays and bounces: what happens when objects collide, and why the physics model is simpler than the one you see.Why fast bodies fall through wallsLesson · corePhysics sees the world in snapshots, and a fast body can leap over a thin wall between two of them. The contact window and the chance of tunneling, push-out in the wrong direction, thick colliders, substepping, continuous detection by sweeping, rays for bullets, speculative contacts, rotation and falling through at spawn.Buoyancy: objects on wavesLesson · coreArchimedes’ principle and average density: why a steel ship floats and a nail sinks, and how an object bobs around its draft with a period of 2π√(draft / g). In games: 3–8 sample points with a spring force and damping, roll from the difference between the forces, wave height as a sum of sine waves, one wave for the physics and the material, Gerstner waves, stability and the metacenter, drag along and across the hull, and small things without physics.