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  2. Fourth, fifth, and sixth derivatives of position - Wikipedia

    en.wikipedia.org/wiki/Fourth,_fifth,_and_sixth...

    Snap, [6] or jounce, [2] is the fourth derivative of the position vector with respect to time, or the rate of change of the jerk with respect to time. [4] Equivalently, it is the second derivative of acceleration or the third derivative of velocity, and is defined by any of the following equivalent expressions: = ȷ = = =.

  3. Acceleration - Wikipedia

    en.wikipedia.org/wiki/Acceleration

    If the speed of the vehicle decreases, this is an acceleration in the opposite direction of the velocity vector (mathematically a negative, if the movement is unidimensional and the velocity is positive), sometimes called deceleration [4] [5] or retardation, and passengers experience the reaction to deceleration as an inertial force pushing ...

  4. Circular motion - Wikipedia

    en.wikipedia.org/wiki/Circular_motion

    Velocity and acceleration in non-uniform circular motion. In non-uniform circular motion, an object moves in a circular path with varying speed. Since the speed is changing, there is tangential acceleration in addition to normal acceleration. The net acceleration is directed towards the interior of the circle (but does not pass through its center).

  5. Jerk (physics) - Wikipedia

    en.wikipedia.org/wiki/Jerk_(physics)

    When the velocity changes sign (at the maximum and minimum displacements), the magnitude of the force on the mass changes by twice the magnitude of the frictional force, because the spring force is continuous and the frictional force reverses direction with velocity. The jump in acceleration equals the force on the mass divided by the mass.

  6. Newton's laws of motion - Wikipedia

    en.wikipedia.org/wiki/Newton's_laws_of_motion

    Consequently, the acceleration is the second derivative of position, [7] often written . Position, when thought of as a displacement from an origin point, is a vector: a quantity with both magnitude and direction. [9]: 1 Velocity and acceleration are vector quantities as well. The mathematical tools of vector algebra provide the means to ...

  7. Equations for a falling body - Wikipedia

    en.wikipedia.org/wiki/Equations_for_a_falling_body

    This velocity is the asymptotic limiting value of the acceleration process, because the effective forces on the body balance each other more and more closely as the terminal velocity is approached. In this example, a speed of 50 % of terminal velocity is reached after only about 3 seconds, while it takes 8 seconds to reach 90 %, 15 seconds to ...

  8. Angular acceleration - Wikipedia

    en.wikipedia.org/wiki/Angular_acceleration

    In physics, angular acceleration (symbol α, alpha) is the time rate of change of angular velocity.Following the two types of angular velocity, spin angular velocity and orbital angular velocity, the respective types of angular acceleration are: spin angular acceleration, involving a rigid body about an axis of rotation intersecting the body's centroid; and orbital angular acceleration ...

  9. Physics engine - Wikipedia

    en.wikipedia.org/wiki/Physics_engine

    Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for game play. A physics engine is essentially a big calculator that does mathematics needed to simulate physics. [1]