It’s no good memorizing lots of theory if you can’t apply it. You already know about equations of motion, component vectors, momentum conservation, free body diagrams and Newton’s Laws. In this chapter, you’ll learn how to fit all of these things together and apply them to solve a much wider range of physics problems. Often, you’ll spot when a problem is like something you’ve seen before. You’ll also add more realism by learning to deal with friction - and will see why it’s sometimes appropriate to act on impulse.
You’ve been contacted by the SimFootball team, who need your help with some of the physics in their video game. If you can help them figure out why the characters in the game aren’t behaving like they would in real life - you’ll get an all expenses paid trip to the X-Force Games.!
Re: Physics in our new game
We saw you on FakeBusters the other night, and thought you might like to be a consultant on our latest game.
We already have the graphics in place, but need advice on the physics engine for many of the components of the game - passing, tackling, tire drag (in training mode) and kicking. You will work closely with one of our programming team.
If you can help us get this all together in time, we’ll send you to the X-Force Games...all expenses paid.