Work (physics)In physics, work is the energy transferred to or from an object via the application of force along a displacement. In its simplest form, for a constant force aligned with the direction of motion, the work equals the product of the force strength and the distance traveled. A force is said to do positive work if when applied it has a component in the direction of the displacement of the point of application. A force does negative work if it has a component opposite to the direction of the displacement at the point of application of the force.
Gauss's law for gravityIn physics, Gauss's law for gravity, also known as Gauss's flux theorem for gravity, is a law of physics that is equivalent to Newton's law of universal gravitation. It is named after Carl Friedrich Gauss. It states that the flux (surface integral) of the gravitational field over any closed surface is proportional to the mass enclosed. Gauss's law for gravity is often more convenient to work from than Newton's law. The form of Gauss's law for gravity is mathematically similar to Gauss's law for electrostatics, one of Maxwell's equations.
Center-of-momentum frameIn physics, the center-of-momentum frame (COM frame), also known as zero-momentum frame, is the inertial frame in which the total momentum of the system vanishes. It is unique up to velocity, but not origin. The center of momentum of a system is not a location, but a collection of relative momenta/velocities: a reference frame. Thus "center of momentum" is a short for "center-of-momentum ". A special case of the center-of-momentum frame is the center-of-mass frame: an inertial frame in which the center of mass (which is a single point) remains at the origin.
Maxwell's equationsMaxwell's equations, or Maxwell–Heaviside equations, are a set of coupled partial differential equations that, together with the Lorentz force law, form the foundation of classical electromagnetism, classical optics, and electric circuits. The equations provide a mathematical model for electric, optical, and radio technologies, such as power generation, electric motors, wireless communication, lenses, radar, etc. They describe how electric and magnetic fields are generated by charges, currents, and changes of the fields.
Drag (physics)In fluid dynamics, drag (sometimes called fluid resistance) is a force acting opposite to the relative motion of any object moving with respect to a surrounding fluid. This can exist between two fluid layers (or surfaces) or between a fluid and a solid surface. Unlike other resistive forces, such as dry friction, which are nearly independent of velocity, the drag force depends on velocity. Drag force is proportional to the velocity for low-speed flow and the squared velocity for high speed flow, where the distinction between low and high speed is measured by the Reynolds number.
PulleyA pulley is a wheel on an axle or shaft that is designed to support movement and change of direction of a taut cable or belt, or transfer of power between the shaft and the cable or belt. In case of a pulley supported by a frame or shell that does not transfer power to a shaft, but is used to guide the cable or exert a force, the supporting shell is called a block, and the pulley may be called a sheave or pulley wheel. A pulley may have a groove or grooves between flanges around its circumference to locate the cable or belt.
Relativistic angular momentumIn physics, relativistic angular momentum refers to the mathematical formalisms and physical concepts that define angular momentum in special relativity (SR) and general relativity (GR). The relativistic quantity is subtly different from the three-dimensional quantity in classical mechanics. Angular momentum is an important dynamical quantity derived from position and momentum. It is a measure of an object's rotational motion and resistance to changes in its rotation.
Belt (mechanical)A belt is a loop of flexible material used to link two or more rotating shafts mechanically, most often parallel. Belts may be used as a source of motion, to transmit power efficiently or to track relative movement. Belts are looped over pulleys and may have a twist between the pulleys, and the shafts need not be parallel. In a two pulley system, the belt can either drive the pulleys normally in one direction (the same if on parallel shafts), or the belt may be crossed, so that the direction of the driven shaft is reversed (the opposite direction to the driver if on parallel shafts).
Angular momentum operatorIn quantum mechanics, the angular momentum operator is one of several related operators analogous to classical angular momentum. The angular momentum operator plays a central role in the theory of atomic and molecular physics and other quantum problems involving rotational symmetry. Such an operator is applied to a mathematical representation of the physical state of a system and yields an angular momentum value if the state has a definite value for it.
Conservation of massIn physics and chemistry, the law of conservation of mass or principle of mass conservation states that for any system closed to all transfers of matter and energy, the mass of the system must remain constant over time, as the system's mass cannot change, so the quantity can neither be added nor be removed. Therefore, the quantity of mass is conserved over time. The law implies that mass can neither be created nor destroyed, although it may be rearranged in space, or the entities associated with it may be changed in form.
Drag coefficientIn fluid dynamics, the drag coefficient (commonly denoted as: , or ) is a dimensionless quantity that is used to quantify the drag or resistance of an object in a fluid environment, such as air or water. It is used in the drag equation in which a lower drag coefficient indicates the object will have less aerodynamic or hydrodynamic drag. The drag coefficient is always associated with a particular surface area. The drag coefficient of any object comprises the effects of the two basic contributors to fluid dynamic drag: skin friction and form drag.
Game physicsComputer 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.