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Home/ Questions/Q 7612429
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T01:54:34+00:00 2026-05-31T01:54:34+00:00

This is a general question that comes to answer an issue that interests me

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This is a general question that comes to answer an issue that interests me for general knowledge and not to answer a specific problem.

I was wondering what are the available ways to implement a physical engine where objects interact with each other and with outside forces. As an example we can look at Angry Birds, or games like TIM. Where there are objects that “fly” through the air, collide and interact with each other, and are affected by the potential of the environment like gravity, winds and other “forces”.

The model that I have thought about is that each object has an object (as an object of some class) and a thread that relate to it. Each time slot the thread get it “advances” the object in the space for some small dt. In this case you could have an “environment” object that can get a position in space and give you the equivalent force that is applied by the environment potential. What I can’t exactly get is how the objects interact with each other?

Also, am I close in my direction? Are there other solutions and models for those problems, and are they better? What are the things I’m missing (I must be missing some things)?

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  1. Editorial Team
    Editorial Team
    2026-05-31T01:54:36+00:00Added an answer on May 31, 2026 at 1:54 am

    the implementation is typically nothing like you describe, which is way too expensive. instead, everything is reduced to matrix transformations. points are lists of coordinates that are operated on by matrices that update them to the next time interval. the matrices are themselves calculated from the physics (they are a linear solution of the forces at that moment, more or less).

    things get more complicated when you have very large differences in scale (say, for simulating stars in a galaxy). then you may use a more hierarchical approach so that critical (eg fast moving or, more accurately, strongly accelerating) points are updated more often than non-critical points. but even then the in-memory representation is very abstract and nothing like as direct as “one object per thing”.

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