AR tabletop games overlay a virtual physics simulation onto a real detected surface. A launched projectile follows standard parabolic motion, perturbed by simulated tracking jitter (the small positional noise real AR trackers introduce), and knocks over a stack of virtual blocks on impact.
vx = v0·cos(θ), vy = v0·sin(θ)
x(t) = x0 + vx·t
y(t) = y0 + vy·t − ½gt²
jitter: anchor.pos += noise(σ)·dt
- Launch power — initial speed v0 of the projectile.
- Launch angle — angle θ above the table surface.
- Tracking jitter — simulated AR anchor noise; higher values wobble the block tower, mimicking imperfect real-world tracking.
- Launch / Reset — fire a shot or rebuild the knocked-over tower.
Real use: Games like AR knock-down/tabletop titles compute this projectile-vs-rigid-body physics locally and anchor the whole play field to a real surface via plane detection.