A pass is a physical experiment.
Ball Physics is not a conventional football game. It is a physics and decision engine, designed for people who enjoy mathematics, engineering, timing and intelligent play.
The model
The ball is a 2D rigid body with position, velocity, spin and (for aerial passes) height. Each tick (1/120 s) we integrate four forces:
- Rolling resistance, scaled by surface, grass length, wetness and firmness.
- Air drag relative to the wind vector.
- Lateral curve from spin (curled and outside-foot passes). Read about the Magnus effect.
- Gravity and bounce for lofted and chipped passes.
The simulation is deterministic. The same input always produces the same outcome — there is no random arcade roll. If the pass dies on the wet grass it is because the wet grass actually slowed it.
Conditions
Dry short grass allows clean, fast passing. Wet grass lets the ball skid for the first half-second, then bites. Long grass adds rolling friction. Mud kills the pace fast. Artificial turf rolls truer and faster. Wind translates the ball through the air — tailwind runs the ball on, headwind holds it up, crosswind nudges longer passes off line.
The runner
The runner is not a target. They have a path, a maximum speed and an acceleration. You must pass into future space — where they will be — at a weight and angle they can take in stride. Behind the runner, or too hot, or held up by wind, all count as failures.
Scoring
Each attempt is scored out of 100 across seven categories: timing, weight, angle, surface adjustment, weather adjustment, tactical quality and first-touch quality. Open the Physics Panel to see the underlying numbers for any attempt.
Feedback
This is a beta version of Ball Physics. We are actively tuning the physics, levels and feel of the game. Your feedback helps us improve it for players.
FOOTBALL FOR THE MIND.
