This chapter has covered a couple aspects of physics as they apply to our sample game. Other aspects of physics might come into play in other games . Weapons or nonpropelled objects in flight would use the area of physics known as ballistics . Flying vehicles would employ aerodynamics. Boats would use hydrodynamics. All of these branches of physics boil down to the calculation of forces and the resulting accelerations, both linear and rotational, that they create. I hope that this introduction to physics sets you on the path to understanding and implementing physics as required for your games.