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Physical simulation


Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods.

In computer science, a program called a physics engine is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike; They are generally broken into real-time and the high precision but these are not the only options. Most real-time physics engines are inaccurate and yield only the barest approximation of the real world, whereas most high-precision engines are far too slow for use in everyday applications. To understand how these Physics engines are built, a basic understanding of physics is required. Physics engines are based on the actual behaviors of the world as described by classical mechanics. Engines do not typically account for Modern Mechanics (see Theory of relativity and quantum mechanics) because most visualization deals with large bodies moving relatively slowly, but the most complicated engines perform calculations for Modern Mechanics as well as Classical. The models used in Dynamical simulations determine how accurate these simulations are.

The first model which may be used in physics engines governs the motion of infinitesimal objects with finite mass called “particles.” This equation, called Newton’s Second law (see Newton's laws) or the definition of force, is the fundamental behavior governing all motion:


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