Look after the kid: keep the five bars up, finish the tasks, earn coins and level up. Tap the dog, the train, the ball or the kid.
The science
Needs. Each bar N follows dN/dt = -k N, so it fades like a cooling cup; the game integrates it with RK4 and the page compares it with the closed form N0 e^(-kT). The rates k are made-up game constants, not medicine.
Train on a bend. A toy train tips outward when the centrifugal moment about the outer rail beats its weight moment: v^2 / R * h > g * b / 2, so v_tip = sqrt(g R b / (2 h)) with gauge b and centre-of-gravity height h. Stack more cargo (bigger h) and the safe speed drops. Real trains also use banking and suspension; this is a rigid block.
Cars. Tyres supply the centripetal force: mu m g = m v^2 / R, so v_slip = sqrt(mu g R). We use mu = 0.7 (a typical dry-rubber value, not measured).
Soccer kick. A point-mass ball with quadratic drag, a = -g - (rho Cd A / 2m) |v - w| (v - w), integrated with RK4. Without drag the range is v^2 sin(2 theta) / g, which the page uses as an independent check. Spin and the Magnus effect are ignored.
Toy plane. A coordinated banked turn has radius r = v^2 / (g tan(phi)). The plane here is a kinematic point (no lift or stall model) flying slowly so it stays inside the room.
Scale. 1 scene unit = 10 cm. The kid is drawn about ten times the size of the toys so the toys behave like real 10-cm toys. Coins, XP, task rewards and food values are illustrative game numbers.
Sources. Models: Blender 5.2, Cycles-baked albedo plus ambient occlusion. Characters are invented, not real people.
Educational toy simulation. Not affiliated with any game or brand.