• The True Nature of Accelerating Objects, in Code - Part II.

    Oct 11, 2016 --- (If you missed part 1 of this discussion, the following won’t make a ton of sense. Read Part 1 here.) Recap: we’ve used a seemingly valid way to change the position and velocity of a moving particle. However, upon closer inspection, it turned out to not give physically realistic motion....

  • The True Nature of Accelerating Objects, in Code - Part I

    Sep 19, 2016 --- The first weeks of intro physics class focus on kinematics, or the study of motion. Chances are you came across an equation that looks like this: This equation, derived using integral calculus usually, gives the position as a function of time for a particle undergoing constant acceleration. If the object...

  • The Philosophy Behind Designing a Sim

    Sep 4, 2016 --- Physics simulations have been around for a long time. Since the earliest days of computer programming, physicists have been using the powers of computer generated graphical visualization to make models of physical phenomena, both for education and fundamental research. What follows are a few design principles to keep in mind...

  • A vintage simulation, redone.

    Aug 10, 2016 --- In the late 1960’s, Frank Sinden, a mathematician at Bell Labs, created one of the earliest computer animations. It featured some basic examples of elementary physics: how a mass will respond to a force, the effects of the familiar inverse square law of Newtonian gravitation on particles, and even non-physical...

  • A new Site!

    Jul 5, 2016 --- This is a new site for hosting our science sims. Yay!