{"schemaVersion":1,"record":{"key":"mechanic/puzzle--family-physics","type":"mechanic","id":"puzzle--family-physics","lang":"en","title":"Forces, supports and movement","summary":"The player reaches a target state through physical interactions among objects and supports.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/puzzle--family-physics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/puzzle--family-physics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/puzzle--family-physics.md","aliases":["Forces, supports and motion"],"tags":["Puzzles","Mechanics catalog"],"sourceIds":["source-8a3a7e105b6c798e"],"sources":[{"id":"source-8a3a7e105b6c798e","title":"Portal","url":"https://store.steampowered.com/app/400/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Receive the target state from the physical interaction of objects."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-physics-variants\"></a>\n\n- Fall control. Definition: Create an order of falls that will deliver the object to the target. Conditional example: Remove the support under the desired load. <a id=\"variant-gravity-fall\"></a>\n- Changing the direction of gravity. Definition: Change the direction of the general fall for characters and objects. Conditional example: Throw a load from the wall to the ceiling. <a id=\"variant-gravity-direction\"></a>\n- Static balance. Definition: Place masses and supports so that the structure remains stable. Conventional example: Hold the platform horizontally with two weights. <a id=\"variant-balance-structure\"></a>\n- Transfer of the center of mass. Definition: To change the distribution of mass to tip, roll or hold. Conventional example: Pour a load inside a figure so that it goes over the edge. <a id=\"variant-center-of-mass\"></a>\n- Levers and power transmission. Definition: Select the location of the shoulders and mechanisms for the desired movement. Conditional example: Lift a heavy door with a light counterweight. <a id=\"variant-lever-transmission\"></a>\n- Inertia and impulse. Definition: Obtain the desired movement through acceleration, deceleration and impulse transfer. Conditional example: Accelerate the cart to the far platform. <a id=\"variant-momentum\"></a>\n- Trajectory calculation. Definition: Select the angle, force or initial launch position. Conditional example: Hit the target with a projectile after rebound. <a id=\"variant-trajectory\"></a>\n- Cutting ties. Definition: Choose the order of removing the hangers, taking into account swinging and falling. Conditional example: Cut two ropes in the required sequence. <a id=\"variant-rope-cut\"></a>\n- Physical chain reaction. Definition: Build a sequence of collisions and triggers. Conditional example: Launch a ball that will activate several levers. Terms: Rube Goldberg. <a id=\"variant-chain-reaction\"></a>\n- Attraction and repulsion. Definition: Move bodies through changes in poles and locations of force sources. Conditional example: Pass a metal ball between magnets. <a id=\"variant-magnetic-forces\"></a>\n- Buoyancy. Definition: Change the density, volume or level of a liquid to move a body. Conditional example: Raise a platform by filling a reservoir. <a id=\"variant-buoyancy\"></a>\n- Friction and adhesion. Definition: Changing surfaces and contact to allow or stop movement. Conventional example: Covering an inclined path with non-slip areas. <a id=\"variant-friction\"></a>\n- Drawing a physical object. Definition: Create a shape that will become a body, support or constraint in the simulation. Conventional example: Draw a hook holding a rolling ball. <a id=\"variant-draw-support\"></a>\n- Construction of the supporting system. Definition: Assemble a structure that can withstand given loads in the accepted physics model. Conditional example: Build a bridge from a limited number of beams. <a id=\"variant-structural-design\"></a>"},{"id":"context","title":"Context and limits","body":"A wide catalog of mechanics for digital puzzles, paper logic problems and physical puzzles. Each position contains an action or rule and a conditional example of application."}],"relations":[],"placements":[{"catalogId":"puzzle","id":"family-physics","title":"Puzzles","url":"https://gamemechanics.pro/en/mechanics/puzzle/#family-physics","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Forces, supports and motion","description":"The player reaches a target state through physical interactions among objects and supports.","image":{"src":"images/mechanics/adventure-portal-04.webp","width":640,"height":360,"game":"Portal","sourceUrl":"https://store.steampowered.com/app/400/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/400/0000002586.1920x1080.jpg?t=1745368554","credit":"Valve","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"A cube holds a button down with its weight","alt":"A cube holds a button down with its weight","markers":[{"x":80,"y":53,"label":"The support transfers the cube’s weight to the button"}]},"tips":["Match visible object contact to the actual physics rule."],"examples":[{"title":"Portal","url":"https://store.steampowered.com/app/400/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/puzzle"}}