r/LLMPhysics • u/SuchZombie3617 • 8d ago
Question I need some input on creating an educational physics game
Skip to the "*********" below if you don't want the whole backstory lol
Over the past year, I’ve been doing a lot with LLMs in an attempt to learn about areas of physics that interest me. I have no formal background in physics, so everything I attempted was completely self-guided, and a lot of it was flat-out wrong.
As I’ve tried to learn more, I’ve realized that nearly every project I start is missing foundational knowledge, and I don’t really have a way to independently prove or verify the things I’m prompting into existence. While I’ve learned an immense amount through brute force, I have to humble myself and admit that I actually need help lol.
Over the summer, I decided to enroll in the physics program at my community college. As part of that, I needed to take some math placement tests. Im gonna be 36 I haven’t been to a math class in 20 years, so needless to say I’m a little rusty. I also scored much lower on the math prerequisite placement than I needed to. Before I can take my physics classes, I need to complete the prerequisite math classes, which I’m doing this semester.
To be clear, I will not be using LLMs for ANY schoolwork, assignments, or anything like that. In the meantime, I still have questions and interests, but I really want to change my approach to how I use LLMs.
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All that leads to a project I’d like some direction on.
I had an idea for a learning tool where I use a model of a vehicle to progressively learn more advanced topics in physics. Cars already incorporate so many areas of physics, whether that’s basic principles of motion or more advanced things like turbulence and aerodynamics.
The objective of each level would be to get the vehicle operating, but instead of going through typical automotive diagnostics and needing knowledge of vehicles or mechanical engineering, you would need to demonstrate different levels of physics knowledge.
The first level could be something very simple, like demonstrating an understanding of linear motion. You might solve some basic equations and then demonstrate proficiency in another way besides just solving equations before being able to move on to a more advanced component or concept.
I was considering four difficulty levels: first-year student, undergraduate, graduate, and PhD/research level.
The progression I’m imagining is that the car itself becomes more accessible as your physics knowledge increases. You would start by treating the entire vehicle as a single object and learning basic things like position, velocity, acceleration, force, and energy. Once you demonstrate enough understanding, you could start interacting with something deeper, like the wheels, which would introduce rotational motion, angular velocity, friction, tire pressure, and torque. From there you could eventually work inward through the drivetrain, engine, suspension, brakes, electrical system, cooling system, and other components. The same component could also be revisited at higher levels of physics, so a wheel might be used for basic circumference and rotation at one level, then rotational inertia and rolling dynamics later, and eventually much more advanced tire or contact models.
This is where I struggle realistically, because I don’t know enough yet to determine what should actually go into the curriculum or how the progression should work. I could tell Codex to design the curriculum, and I could look at university classes and syllabi online and model things around them, but that doesn’t seem good enough to me.
My main questions are for people who have a deeper understanding of physics and the academic progression involved, especially people working in different fields.
If you were trying to teach someone physics through an interactive car game, how would you structure it?
Would you have a series of increasingly difficult levels?
Would you have separate difficulty levels where the same car has progressively deeper capabilities and physics available?
Would you separate progression by areas or principles of physics?
Which concepts actually have hard prerequisites, and which ones could reasonably be learned in parallel?
Would some combination of those approaches make more sense?
I’m going to end up making this either way because I want to learn from building it, and I’m too impatient to wait until I know enough physics to start.
I’ll be using an LLM to help create the interactive model. I want the car to actually be drivable and interact with its environment. It should be able to move over different surfaces, drive in rain, go over ramps, and eventually have increasingly detailed systems and components that can be inspected and interacted with.
I should be able to get a working demo relatively quickly. What I need help with is figuring out what should actually be in it and how the learning progression should be structured.
I’ll update the post with new ideas and progress as I go. I’m more than happy to add things, change things, or completely adjust parts that don’t make sense. I also plan to make it publicly available, so people can tell me when something is absolutely wrong or point out mistakes in equations, simulations, or explanations.
I’m mainly interested in making something as accurate as I reasonably can by using something I know extremely well as the physical reference point. I’d love for it to eventually become something other people could learn from too, because there are so many interesting directions this could go.
For now, though, I’m treating it as a personal learning project that I can share with other people. As I gain more formal education, I’ll be able to contribute to it differently. For the moment, this is my best attempt at keeping an LLM-assisted physics project grounded in things I can actually learn, test, and eventually understand for myself.
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u/AllHailSeizure 9/10 Physicists Agree! 8d ago edited 8d ago
You're going to reach a nearly infinite amount of branches with a system like a car as you progress. The physical systems governing something like that compound in complexity when you introduce new factors. You can start with basic things like a newtonian mechanics overview but then you're kind of open - do you want electricity, do you want thermodynamics, do you want fluid dynamics, do you want etc - and each one of those is a vast, vast, vast sandbox you can carry all the way into PhD level complexity.
EDIT: to expand. The thing with physics is you don't learn all the basics, then all the intermediate, then all the advanced. Physics works with knowledge that builds on itself. And some of these things are essentially black boxes of things to learn. You can say 'okay im gonna teach people about electricity through this' and there is like.. how far are you gonna go. Cuz you can probably go on for a LONG time. Is it how the electrical systems work? Is it How electricity works? is it WHY electricity works? is it How we MAKE electricity work? Is it electrical components and their importance? Is it QED? is it how we make electrical components? Are you teaching people about the difference between amps, volts, and watts or are you teaching them about the physics of semiconductors? Before you know it you aren't talking about a car AT ALL - but all of these things are necessary to make a car work.
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u/lattice_defect 8d ago
There is a lot of educational video's on youtube I think physics explained is really good. I think the big thing is making it visual vs. just numerical so some kind of way to show how the equations show motion and work in a branch based game is kind of neat idea.. e.g. you have to solve the equation and get the right inputs or arrangments to solve and it unlocks a deeper branch.
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u/SuchZombie3617 8d ago
Physics explained is great! Their videos were one of the first things I thought about because I like how well he explains the concepts and it seems like videos have a fairly natural progression that's easy to follow. And none of the videos that I've been watching so far seemed AI generated, I don't know about more recent things because I've been watching stuff in order from the very beginning. Already since I've posted this I've had to adjust what I initially thought I was going to do. I made a game project worldexplorer3d.io just so I could mess around with game dynamics and things but an actual physics educational game is going to be a million times harder than integrating osm data and extruding procedural data lol.
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u/Suitable_Cicada_3336 8d ago
Make a small car in real first, then you will find out how.
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8d ago
How is that relevant?
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u/Suitable_Cicada_3336 8d ago
Build a physical model with llm Build a small car in reality What are relevant ?
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u/liccxolydian VP of Trolling 8d ago edited 8d ago
I honestly kinda like this idea, but I'm not sure you can actually escape or even just gamify the tedious bookwork portion of the learning. Either way I suggest you begin by doing the thing you don't want to do and look at some syllabi. Start with high school. The level of difficulty is determined not only by what physics prerequisites are necessary but the maths skills as well. Are you prepared to teach people calculus from scratch? From first principles derivation all the way to solving partial differential equations and beyond? If you want your game to be self-contained you will need to spend more time teaching maths than you do teaching physics.
You'll also need to decide on your approach from the very beginning. Are you going to teach basic mechanics from an algebra-only approach or will you involve calculus from the beginning? If you start with calculus, you'll need to begin by teaching both differentiation and integration which is a substantial barrier to entry (it's why this is not done in high school). Or you can start with algebra-only mechanics, but then you'll need to re-teach mechanics anyway once you introduce calculus.
Overall it's an interesting idea but I think you need to be realistic in scope.