Alright, I have this project idea that i’ve been wanting to do for awhile. I’m sure it has uses outside of game development, but there is real potential for this.

Problem is I don’t know if this would require writing a game engine from scratch

Essentially, what I want to make is a **physics engine where you can alter how the variables are calculated at any time**.

Let’s take a basic kinematic equation: The Cliff Equation.

When a projectile is thrown horizontally off of a cliff, we can express its motion with this equation:

**Y = 1/2gt** or **Height of the cliff = half x gravitational force x time to impact on the ground**

In physics today, while the object is falling of the cliff the **Velocity along the X axis** stays **constant** in this equation, meaning whatever the starting velocity was it will not change unless another force acts upon it while in the air.

What I would like to do is make it so we can change that however we liked, so say we wanted Velocity in X to be the Initial Velocity in X plus the Velocity in Y at a given time or in other words Vx = V0x + Vy

Lets say a ball is launched off of a 122.5m high cliff with an initial velocity in X of 1 m/s. With the normal kinematic equations and calculations, the distance the ball would travel would be 5 meters. With this altered version however, the ball would accelerate in the X direction while falling as if there was a force upon it. This means that instead of traveling 5 meters the ball would’ve traveled about 54 meters by the time it hit the ground.

I want to make a theoretical system where you can alter any variable or equation on the fly to do something like this, where you can essentially change how the physics is expected to go

Might seem a bit stupid or redundant, but still an intriguing idea.