Video Game physics is really just physics put into code.
Sometimes it is tricky to implement in programming, or has the
same looking effect but is computationally different.
On this website I will go over three different (rather hard)
motions, which are swimming, skydiving, and slopes.
I'll lean on showing you the real world physics behind such
activities, and then talk about good examples and bad examples
of games that have these in them. (not the games are bad
necessarily but the physics is unrealistic).
(You should know that all of my examples are estimations. I
do not take into account (for example) all of the specifics of
drag on clothing or arms and legs. I estimate them assuming
the object to be a box. )