This unit is designed to show how game engines are used specifically for their own genre. Employing all of the real world physics needed to make a game work, whilst simultaneously omitting any physics that do not apply. For example a car game would require all of the physics needed to make a car perform as it should without the need for anything else such as jumping, shooting, and any other real world action outside of the cars movement. In essence a game engine is a diluted example of the real world, seeing only the physics that effect that task, ignoring all others. With all this in mind the game engine is just a specific slice of reality, magnified. This unit is to show us how to build and apply only the required physical laws to our game.