🎮

Game Development Physics

Every physics-driven game runs on the same handful of building blocks — rigid bodies that collide and bounce, cloth and rope that flex under gravity, ragdolls that fall convincingly, and particle emitters that make an explosion read as an explosion. This hub gathers the site's game-development and game-physics simulations into one guided starting point, from the collision math underneath every physics engine to the procedural algorithms that generate levels no two players will see the same way.

14+ simulations Canvas 2D · Verlet Integration · Procedural Generation

Simulations in this Topic

14 simulations across Game Dev and Physics — the engines behind real games

💥 ★★☆☆ Moderate
Ragdoll Physics
2D ragdoll using Verlet integration and distance constraints — drag any body part to throw the character, tune gravity, damping and iterations.
Game Dev
🧣 ★★★☆ Advanced
Cloth Simulation
A grid of point masses linked by structural, shear and bend constraints — the same Verlet approach used for capes and flags in games.
Physics
🧶 ★★★☆ Advanced
Rope & Chain Physics
A chain of linked segments under gravity and constraint relaxation — drag the ends and watch it swing and coil realistically.
Physics
🔗 ★★★☆ Advanced
Spring-Mass Network
A lattice of masses connected by damped springs — the numerical model behind soft-body deformation and jiggle physics.
Physics
💥 ★★☆☆ Moderate
2D Collisions
Momentum and energy conservation in elastic and inelastic collisions between circles — the maths every 2D physics engine solves per frame.
Physics
🎱 ★★☆☆ Moderate
Elastic Collisions — 2D Billiards
Many-body elastic collisions with a live Maxwell-Boltzmann speed distribution — the same broad/narrow-phase logic scales up to hundreds of bodies.
Physics
🎱 ★★☆☆ Moderate
Billiards Physics
Realistic ball-on-ball and ball-on-cushion collisions with friction and spin — a compact, playable collision-response sandbox.
Physics
🧱 ★★☆☆ Moderate
Fracture Simulation
Voronoi-based shattering on impact — the technique behind destructible props and breakable walls in modern game engines.
Physics
🎯 ★★☆☆ Moderate
Projectile Motion
Launch angle, speed and gravity control a trajectory in real time — the core arc behind every throwable, grenade and arrow in a game.
Physics
🎾 ★★★★ Expert
Dzhanibekov Effect (Rigid Body)
Euler's equations for a tumbling rigid body reveal why an object spun on its intermediate axis flips — full 3D rotational dynamics.
Physics
★★☆☆ Moderate
Particle System — Game VFX Emitter
A configurable emitter for fire, smoke and explosion effects — the same particle-pool technique used in real game VFX pipelines.
Game Dev
🗺️ ★★☆☆ Moderate
Wave Function Collapse
Entropy-guided cell collapse with constraint propagation generates tile maps step by step — pick Land or Dungeon tilesets and watch it build.
Game Dev
🏰 ★★★☆ Advanced
Procedural Dungeon Generator
BSP partitioning, spanning-tree corridors, or cellular-automata caves — three seeded algorithms for generating game levels.
Game Dev
👁️ ★★☆☆ Moderate
Field of View — NPC Sight
Shadow-casting visibility polygon for a stealth-game NPC — cast rays to obstacle corners and trace the exact visible region.
Game Dev

Suggested Learning Path

Six simulations, in the order we recommend exploring them

  1. 1
    1. 2D Collisions

    Start with the fundamental unit of every physics engine — resolving momentum and energy when two bodies meet.

  2. 2
    2. Projectile Motion

    See how the same laws of motion turn into a thrown grenade, an arrow, or a launched character in any 2D or 3D game.

  3. 3
    3. Spring-Mass Network

    Move from rigid bodies to soft bodies — a network of damped springs is the numerical basis for cloth, rope and ragdoll physics.

  4. 4
    4. Ragdoll Physics

    Put constraints and Verlet integration together into the technique that makes a defeated game character fall convincingly.

  5. 5
    5. Particle System — Game VFX Emitter

    Switch from rigid-body simulation to the particle pools that render fire, smoke and explosions in real games.

  6. 6
    6. Wave Function Collapse

    Finish with procedural generation — the constraint-propagation algorithm that builds a fresh, coherent game level every run.

Related Articles

The theory and implementation details behind the simulations above

Verlet, Leapfrog and RK4: Integrators for Physics
Why Verlet integration is the go-to numerical method for cloth, ragdolls and rope in games — stability, energy conservation and constraint solving.
Collision Detection — BVH, SAT, GJK Explained
How collision detection works in real-time physics engines: broad-phase BVH/AABB trees, narrow-phase SAT and GJK, and EPA for contact points.
Elastic Collisions & the Kinetic Theory of Gases
Elastic collisions are the foundation of the kinetic theory of gases — how momentum and energy conservation give rise to temperature and pressure.
Three.js Particle System Tutorial — 100k Particles in the Browser
Building a GPU-friendly particle emitter in Three.js: buffer geometry, point sprites, and performance at 100,000 particles.
Wave Function Collapse for Procedural Generation
How the Wave Function Collapse algorithm turns a small set of tiles and adjacency rules into an unlimited variety of coherent maps.
Fluid Rendering in Games — Heightmap Method
Real-time fluid rendering with the heightmap shallow-water method: Gerstner waves, WebGL foam shaders and screen-space reflections.

About the Game Development Physics Topic

From collision maths to procedural levels — a complete map of the topic

Game development physics is the set of numerical techniques that make virtual worlds feel solid: objects that fall, bounce, stack and break the way you expect, characters that ragdoll convincingly when they lose a fight, and levels that feel handcrafted even when a computer generated them a second before you walked in. None of this is decorative — it is discrete-time numerical simulation, running dozens of times per second, of the same physics you would find in a textbook, simplified just enough to run inside a 16-millisecond frame budget. This hub gathers every interactive game-physics and game-dev simulation on mysimulator.uk into one guided starting point, so instead of reading a physics-engine manual you can drag a ragdoll, throw a rope, and watch a dungeon generate tile by tile in your browser.

The foundation of almost every physics engine is collision detection and response, demonstrated here with 2D Collisions, Elastic Collisions and Billiards: two bodies approach, the engine detects the overlap, and then resolves it by redistributing momentum and kinetic energy so the total of both is conserved (or partially lost, for inelastic collisions like a dropped bag of sand). Real engines split this into a cheap broad phase that quickly rules out pairs that cannot possibly be touching — usually a bounding-volume hierarchy or spatial grid — and an exact narrow phase using algorithms like the Separating Axis Theorem or GJK to compute the precise contact point and normal, which is the subject of the Collision Detection article linked below. Projectile Motion applies the simplest version of this physics without any collision at all: constant gravitational acceleration on a launched body, which is the exact arc behind every thrown grenade, arrow or jump in a 2D or 3D game.

The next layer up is deformable and articulated bodies: Ragdoll Physics, Cloth Simulation, Rope & Chain Physics and the Spring-Mass Network all share the same underlying trick, Verlet integration with iterative constraint solving. Instead of tracking velocity explicitly, Verlet integration stores a point's current and previous position and derives velocity implicitly from their difference, which makes it extremely stable for systems with many interacting constraints — exactly what you need when a ragdoll has a dozen joints, or a piece of cloth has thousands of interconnected points that must not stretch past a fixed distance. The Verlet, Leapfrog and RK4 article explains why this integrator, rather than a naive Euler step, is the one actually shipped in production physics engines. Dzhanibekov Effect pushes rigid-body dynamics into full 3D, showing how Euler's equations of rotational motion predict the surprising flip a tumbling object performs when spun on its unstable intermediate axis — the same equations that govern how a thrown weapon or vehicle tumbles realistically in a physics-driven game.

Fracture Simulation covers destructible environments: on impact, an object is partitioned into Voronoi cells and the cells that receive enough force detach and fall under ordinary rigid-body physics, which is how modern engines make walls, crates and vehicles break apart convincingly without hand-authoring every possible shatter pattern. Particle System — Game VFX Emitter is the visual counterpart: fire, smoke, sparks and explosions in games are rarely simulated fluid dynamics, they are large pools of simple particles with randomised velocity, colour and lifetime, recycled continuously to stay within a performance budget — the Three.js Particle System Tutorial article shows exactly how to push that technique to 100,000 particles in a browser.

The final part of this hub is procedural generation, which solves a different problem: not how objects move, but how a game world is built in the first place. Wave Function Collapse treats level generation as a constraint-satisfaction problem, collapsing the tile with the lowest entropy first and propagating adjacency rules outward until every cell is filled with a tile that is compatible with its neighbours — the same algorithm used to generate believable dungeons, terrain and even textures from a small set of example tiles. Procedural Dungeon Generator demonstrates three complementary approaches side by side — binary space partitioning for room-and-corridor layouts, random placement joined by a spanning tree, and cellular automata for organic cave systems — all seeded so the exact same level can be reproduced for debugging or shared with other players. Field of View — NPC Sight closes the loop between level and character: a shadow-casting visibility algorithm computes exactly what a non-player character can see given the walls in the generated level, which is the core primitive behind every stealth game's detection system.

Together these simulations cover the three pillars of physics-driven game development: rigid-body dynamics and collision response, soft-body and articulated simulation built on Verlet integration, and the procedural systems that generate content and drive NPC behaviour. Follow the learning path below for a suggested order, browse the full grid for anything that catches your eye, or jump straight to the category pages for Game Dev and Physics for the complete lists. Every simulation here is a real numerical solver running live in your browser at 60 frames per second, not a pre-rendered animation — changing a stiffness, a gravity constant or a random seed changes the actual physics, which is exactly the kind of hands-on intuition that reading a game-engine source file alone cannot give you.

Frequently Asked Questions

Common questions about game development physics

Why do game physics engines use Verlet integration instead of directly solving Newton's laws?
Verlet integration stores position history instead of tracking velocity explicitly, which makes it far more numerically stable when many constraints act on the same points at once — exactly the situation in ragdolls, cloth and rope, where dozens of joints or links must stay satisfied simultaneously without the simulation exploding.
What is the difference between broad-phase and narrow-phase collision detection?
Broad phase quickly rules out pairs of objects that cannot possibly be touching, usually with a bounding-volume hierarchy or spatial grid, so the engine never wastes time on far-apart pairs. Narrow phase then runs an exact algorithm like SAT or GJK only on the pairs that survived broad phase, computing the precise contact point and normal needed to resolve the collision.
Is destructible environment physics really simulated, or just pre-baked animations?
Modern engines genuinely partition the object into Voronoi cells at runtime and simulate the resulting fragments with ordinary rigid-body physics, which is why the same wall can break differently depending on where and how hard it is hit — it is not a single pre-rendered shatter animation.
How does Wave Function Collapse generate a coherent map instead of random noise?
It treats generation as constraint satisfaction: each cell starts able to hold any tile, and the algorithm repeatedly collapses the cell with the fewest remaining options to a single tile, then propagates that choice outward so neighbouring cells only keep tiles compatible with it — the result respects the adjacency rules everywhere, unlike pure randomness.

Other Topic Hubs

Every simulation in this hub runs entirely in your browser, with no installation required. Use each interactive model to experiment with collisions, ragdolls, cloth, particle systems and procedural generation, then learn game development physics online at your own pace by tweaking parameters and watching the mathematics play out.