This text includes the class notes, laboratories, and programs used in a one semester introductory physics course focused on the physics used in video games. It is written for an introductory course for non-science majors. The labs are standard hands-on activities, many using Tracker video analysis. Programs in this course use the Vpython programming and visualization tools.
A. Titus, Physics for Video Games, (2011), pp. 170, <https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf>.
Titus, A. (2011). Physics for Video Games (pp. 170). Retrieved March 8, 2021, from https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf
Titus, Aaron. Physics for Video Games. 170. 2011. https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf (accessed 8 March 2021).
Titus, Aaron. Physics for Video Games. 2011. 170. 8 Mar. 2021 <https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf>.
%A Aaron Titus %T Physics for Video Games %D 2011 %P 170 %U https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf %O application/pdf
%0 Book %A Titus, Aaron %D 2011 %T Physics for Video Games %P 170 %U https://physics.highpoint.edu/~atitus/courses/phy1200/workbook/physics-for-video-games-May-2012.pdf
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