{"ok":true,"trend":{"id":407329,"platform":"news","region":"global","key":"physics programming part 4: the physics update loop","title":"Physics Programming part 4: The Physics Update Loop","url":"https://news.google.com/rss/articles/CBMiQkFVX3lxTFA4cTZzalVPeFBiX3RYTnVQUDBHS294YzFWdnJMRzB6Wi02WHVSclBIelMzdTZYQTVna05QZkhOZ21QUQ?oc=5","first_seen":"2026-09-29T21:58:54.795444Z","last_seen":"2026-09-29T21:58:54.795444Z","last_rank":32,"peak_rank":32,"last_volume":null,"peak_volume":null,"seen_count":1,"score":0.6496875,"category_hint":"physics","section":"science","category":"physics","summary":"The fourth instalment in a physics programming series is out, this time focusing on the physics update loop — the core step in game engines where forces, collisions and movement are advanced at a fixed rate. It continues a series that has been walking developers through the basics of simulating physics in their own code.","why":"Game developers following the series are interested in how fixed-timestep update loops are structured.","tone":"neutral","entities":["physics programming","game development","update loop"],"summarized_at":"2026-09-29T22:00:38.741622Z","meta":{"via":"scan","lang":"en","term":"physics","source":"YouTube","published":"Tue, 29 Sep 2026 09:19:41 GMT"},"nw":null,"promo":null,"kind":null,"importance":null,"hidden":false,"hide_reason":null,"judged_at":null,"title_en":"New Tutorial Covers the Physics Update Loop","section_name":"Science","category_name":"Physics","timeline":[{"captured_at":"2026-09-29T21:58:54.795444Z","rank":32,"volume":null}],"posts":[{"platform":"news","url":"https://news.google.com/rss/articles/CBMiQkFVX3lxTFA4cTZzalVPeFBiX3RYTnVQUDBHS294YzFWdnJMRzB6Wi02WHVSclBIelMzdTZYQTVna05QZkhOZ21QUQ?oc=5","author":"YouTube","title":"Physics Programming part 4: The Physics Update Loop","snippet":null,"posted_at":"2026-09-29T09:19:41Z","likes":null}],"elsewhere":[],"window":"7d"}}