-A physics engine is software that mimics the laws of our physical world. It gives virtual objects [Force](/wiki/force) and momentum, calculating their movement and [Collision](/wiki/collision) with other elements. This creates believable interactions, from tumbling blocks to flowing water, vital for [Video Game](/wiki/video_game) and [Simulation](/wiki/simulation) fidelity.
-At its core, physics engines utilize [Kinematics](/wiki/kinematics) to describe the motion of objects without considering the forces causing that motion. This involves calculating position, velocity, and acceleration. More advanced applications use [Inverse Kinematics](/wiki/inverse_kinematics), where the desired end position of a body part (like a character's hand) is specified, and the engine calculates the required joint rotations to achieve it, simplifying [Animation](/wiki/animation).
-Another crucial aspect is [Constraint Solving](/wiki/constraint_solving). Constraints are rules that limit the movement or relationship between objects, such as keeping two objects attached by a joint, preventing penetration, or defining a specific range of motion. The engine continuously solves these constraints to maintain physical realism and prevent objects from behaving unnaturally.
-While [Kinematics](/wiki/kinematics) provides the fundamental description of motion, and [Inverse Kinematics](/wiki/inverse_kinematics) aids in controlling complex articulated bodies for [Animation](/wiki/animation), [Constraint Solving](/wiki/constraint_solving) acts as the enforcement mechanism. It ensures that the calculated movements and poses — whether derived from forces or specific kinematic goals — consistently adhere to the defined physical rules and interactions, preventing unrealistic outcomes and making the simulated world believable.
+A physics engine is [software](/wiki/software) that mimics the laws of [physics](/wiki/physics). It gives [virtual object](/wiki/virtual_object)s [Force](/wiki/force) and [momentum](/wiki/momentum), calculating their [movement](/wiki/movement) and [Collision](/wiki/collision) with other elements. This creates believable [interaction](/wiki/interaction)s, from tumbling blocks to flowing [fluid](/wiki/fluid), vital for [Video Game](/wiki/video_game) and [Simulation](/wiki/simulation) fidelity.
+At its core, physics engines utilize [Kinematics](/wiki/kinematics) to describe the [motion](/wiki/motion) of objects without considering the forces causing that motion. This involves calculating [position](/wiki/position), [velocity](/wiki/velocity), and [acceleration](/wiki/acceleration). More advanced applications use [Inverse Kinematics](/wiki/inverse_kinematics), where the desired end [position](/wiki/position) of a [body part](/wiki/body_part) (like a character's hand) is specified, and the engine calculates the required [joint](/wiki/joint) rotations to achieve it, simplifying [Animation](/wiki/animation) and often seen in [robotics](/wiki/robotics).
+Another crucial aspect is [Constraint Solving](/wiki/constraint_solving). Constraints are [rule](/wiki/rule)s that limit the [movement](/wiki/movement) or [relationship](/wiki/relationship) between objects, such as keeping two objects attached by a [joint](/wiki/joint), preventing [penetration](/wiki/penetration), or defining a specific range of motion. The engine continuously solves these constraints to maintain physical [realism](/wiki/realism) and prevent objects from behaving unnaturally.
+While [Kinematics](/wiki/kinematics) provides the fundamental description of [motion](/wiki/motion), and [Inverse Kinematics](/wiki/inverse_kinematics) aids in controlling complex [articulated body](/wiki/articulated_body) for [Animation](/wiki/animation), [Constraint Solving](/wiki/constraint_solving) acts as the enforcement mechanism. It ensures that the calculated movements and [pose](/wiki/pose)s — whether derived from [force](/wiki/force)s or specific kinematic goals — consistently adhere to the defined physical [rule](/wiki/rule)s and [interaction](/wiki/interaction)s, preventing unrealistic outcomes and making the simulated world believable.
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