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  2. Impulse (physics) - Wikipedia

    en.wikipedia.org/wiki/Impulse_(physics)

    The SI unit of impulse is the newton second (N⋅s), or the Cupp, [1] and the dimensionally equivalent unit of momentum is the kilogram metre per second (kg⋅m/s). The corresponding English engineering unit is the pound-second (lbf⋅s), and in the British Gravitational System, the unit is the slug-foot per second (slug⋅ft/s).

  3. The Cosmic Balance - Wikipedia

    en.wikipedia.org/wiki/The_Cosmic_Balance

    The game simulates Newton's first law in that a ship will maintain its current speed and heading unless it expends power to change them. The game simulates Newtons second law in that the more massive the ship the more power required to accelerate, decelerate, or maneuver it. The game does not, however, simulate Newton's third law.

  4. Newton's laws of motion - Wikipedia

    en.wikipedia.org/wiki/Newton's_laws_of_motion

    Newton's second law, in modern form, states that the time derivative of the momentum is the force: =. If the mass m {\displaystyle m} does not change with time, then the derivative acts only upon the velocity, and so the force equals the product of the mass and the time derivative of the velocity, which is the acceleration: [ 21 ] F = m d v d t ...

  5. Soft-body dynamics - Wikipedia

    en.wikipedia.org/wiki/Soft-body_dynamics

    The applications are mostly in video games and films. Unlike in simulation of rigid bodies, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree (unlike a fluid). The scope of ...

  6. Game physics - Wikipedia

    en.wikipedia.org/wiki/Game_physics

    Some games, such as Boneworks and Half-Life 2, apply forces to individual joints that allow ragdolls to move and behave like humanoids with fully procedural animations. This allows to, for example, knock an enemy down or grab each individual joint and move it around and the physics-based animation would adapt accordingly, which wouldn't be ...

  7. Centripetal force - Wikipedia

    en.wikipedia.org/wiki/Centripetal_force

    By Newton's second law, the cause of acceleration is a net force acting on the object, which is proportional to its mass m and its acceleration. The force, usually referred to as a centripetal force , has a magnitude [ 7 ] F c = m a c = m v 2 r {\displaystyle F_{c}=ma_{c}=m{\frac {v^{2}}{r}}} and is, like centripetal acceleration, directed ...

  8. Rigid body dynamics - Wikipedia

    en.wikipedia.org/wiki/Rigid_body_dynamics

    The dynamics of a rigid body system is described by the laws of kinematics and by the application of Newton's second law or their derivative form, Lagrangian mechanics. The solution of these equations of motion provides a description of the position, the motion and the acceleration of the individual components of the system, and overall the ...

  9. Newtonian dynamics - Wikipedia

    en.wikipedia.org/wiki/Newtonian_dynamics

    The configuration space and the phase space of the dynamical system both are Euclidean spaces, i. e. they are equipped with a Euclidean structure.The Euclidean structure of them is defined so that the kinetic energy of the single multidimensional particle with the unit mass = is equal to the sum of kinetic energies of the three-dimensional particles with the masses , …,: