Physics Used in Games
Physics Used in Games
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GAME:IT - Unit 2
Physics Used in Games
DIRECTIONS: Pick a partner in class and each play a different game. Play it for a few minutes and
really notice how everything moves, how the game really works. Then use what you learned in the
“Game Physics” lesson to answer the following questions about your game.
When you are done with your game, play your partner’s game and complete the same worksheet
on their game. Then compare and see if you have the same answers – if not, discuss why your
answers are different. Hand in your worksheets together as a team to your teacher.
Learn to Fly 2
Question 2: Does your game follow the rules of gravity? Explain how it does, and if it doesn't explain why
this is OK.
Yes, the penguin is launched upwards after leaving the start ramp, this relates to Newton’s third law
about an equivalent opposite push when a force is acted on something.
The character in the game uses acceleration by using rockets that can help the penguin accelerate
faster to reach a longer distance flown.
Question 5: Does the game accurately use force to determine realistic movements and collision? Explain.
Not really, the penguin bounces up from the water upon contact, but in real life it is not realistic for the
penguin to be bounced up that high from the water’s surface. So I think it somewhat reflects on the
collision and pushback force but also is not very accurate.
Question 6: Do the objects in the game behave as they would in the "real world"? Provide one example
where an object behaves as it would, or wouldn't, in real life.
Yes, when the penguin is equipped with a glider, it travels a longer distance. It would apply to real life
because a glider will help the glider(the person gliding) stay in the air longer by increasing the surface
area and trapping the airflow.
Question 7:
Are there any mistakes or inconsistencies in the physics of your game? If yes, provide an example.
No.
Momo’s adventure
Question 9: Does your game follow the rules of gravity? Explain how it does, and if it doesn't explain why
this is OK.
The main character follows the rules of gravity by falling downwards after jumping. The floating
platforms doesn’t but this is OK because the character has to have a place to stand on.
Yes, the main character gradually starts walking to the max speed. It is not very noticeable though
because she accelerates very fast.
No, the speed of the character is not too important and the enemies don’t move either, so there isn’t
much impact. Although speed is needed to jump on platforms.
Question 12: Does the game accurately use force to determine realistic movements and collision?
Explain.
No, when the main character bumps into a platform she slides down but is not pushed back, which
doesn’t show any force upon collision.
Question 13: Do the objects in the game behave as they would in the "real world"? Provide one example
where an object behaves as it would, or wouldn't, in real life.
The platforms are floating in the air with no support, they wouldn’t behave like this in real life because
gravity would bring them down to the ground.
Question 14:
Are there any mistakes or inconsistencies in the physics of your game? If yes, provide an example.
Yes, the main character sometimes gets stuck at the slide of a platform upon collison, which is
inconsistent with how she falls down caused by gravity of the game.