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.
Elastic collisionIn physics, an elastic collision is an encounter (collision) between two bodies in which the total kinetic energy of the two bodies remains the same. In an ideal, perfectly elastic collision, there is no net conversion of kinetic energy into other forms such as heat, noise, or potential energy. During the collision of small objects, kinetic energy is first converted to potential energy associated with a repulsive or attractive force between the particles (when the particles move against this force, i.e.
Energy–momentum relationIn physics, the energy–momentum relation, or relativistic dispersion relation, is the relativistic equation relating total energy (which is also called relativistic energy) to invariant mass (which is also called rest mass) and momentum. It is the extension of mass–energy equivalence for bodies or systems with non-zero momentum. It can be written as the following equation: This equation holds for a body or system, such as one or more particles, with total energy E, invariant mass m0, and momentum of magnitude p; the constant c is the speed of light.
Proper accelerationIn relativity theory, proper acceleration is the physical acceleration (i.e., measurable acceleration as by an accelerometer) experienced by an object. It is thus acceleration relative to a free-fall, or inertial, observer who is momentarily at rest relative to the object being measured. Gravitation therefore does not cause proper acceleration, because the same gravity acts equally on the inertial observer. As a consequence, all inertial observers always have a proper acceleration of zero.
Angular velocityIn physics, angular velocity (symbol ω, sometimes Ω), also known as angular frequency vector, is a pseudovector representation of how the angular position or orientation of an object changes with time, i.e. how quickly an object rotates (spins or revolves) around an axis of rotation and how fast the axis itself changes direction. The magnitude of the pseudovector, , represents the angular speed (or angular frequency), the rate at which the object rotates (spins or revolves).
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.
CollisionIn physics, a collision is any event in which two or more bodies exert forces on each other in a relatively short time. Although the most common use of the word collision refers to incidents in which two or more objects collide with great force, the scientific use of the term implies nothing about the magnitude of the force. In physics, collisions can be classified by the change in the total kinetic energy of the system before and after the collision: If most or all of the total kinetic energy is lost (dissipated as heat, sound, etc.
Inelastic collisionAn inelastic collision, in contrast to an elastic collision, is a collision in which kinetic energy is not conserved due to the action of internal friction. In collisions of macroscopic bodies, some kinetic energy is turned into vibrational energy of the atoms, causing a heating effect, and the bodies are deformed. The molecules of a gas or liquid rarely experience perfectly elastic collisions because kinetic energy is exchanged between the molecules' translational motion and their internal degrees of freedom with each collision.
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.
Physics engineA physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Rotational energyRotational energy or angular kinetic energy is kinetic energy due to the rotation of an object and is part of its total kinetic energy. Looking at rotational energy separately around an object's axis of rotation, the following dependence on the object's moment of inertia is observed: where The mechanical work required for or applied during rotation is the torque times the rotation angle. The instantaneous power of an angularly accelerating body is the torque times the angular velocity.
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.