Physics in video games is often taken for granted. If a character jumps, he is obliged to land, not fly into space (although if you play Skyrim long enough, this can still happen). We expect objects in the game to behave as in real life (bugs are not taken into account).
The physics programming can be reduced to one or two methods with a couple lines of code. Or it can be a complex system with a separate physics engine (e.g. Havok or PhysX) with millions of lines of code. Regardless of its complexity, game physics falls into two categories: solid body physics and soft body physics. Ours is very fast and high-quality physics development