HMMMM!?!?!???!?!?!!!?!?!?
easy math
hard math
Goofy
dont ask
67

The human embodiment of brainrot.

What the sigma is six seven kid?

67

x2-y=2 is not equal to anything higher than 3 and lower than -3 y is not over 2 or below -3

What is x=1 y=-1 so 12--1=2

67

1 plus 1

2

67

RUN YOU ARE COOKED

67

I ran out of ideas.

cool ig.

150

What is Heheheha

150

99999999999999999999999999999999999999999999 repeating to infinity plus 1 is equal to.

What is 0.

150

1 plus 1

3 in my DOMAIN.

150

what is heavier caseoh or ton 618.

caseoh since he already consumed it.

150

I TOLD YOU DONT ASK!?!??!?!!?!!?!?!?!!?

In Geometry Dash, the physics engine is a fascinating blend of simplistic Newtonian mechanics and frame-rate-dependent quirks. The player character is essentially a point-mass subject to a constant downward acceleration, simulating gravity ($g$). When you click, an instantaneous vertical impulse is applied, changing the velocity ($v$) but not the horizontal momentum, which remains constant to ensure the rhythmic "scrolling" feel. This creates a predictable parabolic arc:


$$y = y_0 + v_y t - \frac{1}{2}gt^2$$


However, the "feel" of the game changes drastically with different vehicles. The Ship utilizes a linear lift force, whereas the Wave moves at fixed $45^\circ$ angles, effectively ignoring traditional acceleration in favor of constant vector flipping. The most controversial aspect of GD physics is its historical tie to frame rates. Because the engine calculates collisions and gravity at the end of each frame, a higher FPS (like 240Hz or 360Hz) results in more frequent "checks." This leads to "frame-perfect" jumps being easier on high-refresh-rate monitors because the character's position is updated more granularly, reducing the margin of error when hitting a spike hitbox. Recent updates have moved toward a "physics bypass" (TPS) to standardize these interactions, but the core remains a rigid, grid-based dance of acceleration and collision.

200

What is the most common word that gen alpha uses.

What is six seven.
200

simplify 27x3+64y3=0

What is (3x+4y)(9x2-12xy+16y2)

200

6 plus 7 is

(6,7,37,42,988989898239482938423984762938,xy234,xyzez*12321(23,54,75,xy,shrek swamp juice),domain expansion) In some world where math is a fever dream.

200

What planet was so good that scientists had to nerf it.

Our ninth planet our goat Pluto. L scientists double L since the Uranus nerf as well.

200

did you learn your lesson?

NO!?!?!?!?!??!

While the Cube follows a standard parabolic arc, Geometry Dash diversifies its mechanical complexity by fundamentally altering how the player interacts with the Y-axis across different vehicles. Each gamemode introduces a new physical "rule set," turning the game from a simple platformer into a multi-disciplinary physics simulation.

The Ship and the UFO: Fluid Dynamics vs. Quantized Impulse

The Ship is the oldest variation, introducing a "hover" mechanic. Unlike the Cube’s binary jump, the Ship applies a constant upward force (lift) as long as the input is held. This creates a physics model similar to a simplified flight simulator where gravity and lift are in a constant tug-of-war. Because the Ship has momentum and inertia, it doesn't stop rising the instant you let go; it "drifts," requiring players to master counter-thrusting to navigate tight corridors.

In contrast, the UFO functions like Flappy Bird. It ignores held inputs and instead responds to discrete impulses. Each click resets the vertical velocity to a fixed upward value. This makes the UFO’s trajectory a series of overlapping parabolas. Physics-wise, it is "quantized"—you cannot have half a jump; you either trigger the full force or let gravity take over.

The Wave: Vector Flipping

The Wave is arguably the most "mathematical" gamemode. It discards traditional gravity and acceleration entirely. Instead, the Wave moves at a constant speed along a resultant vector. When you click, the vertical component of the vector is instantly flipped. This results in a perfect zigzag pattern at fixed $45^\circ$ angles. Because there is no "arc" or "float," the Wave is the most sensitive to frame-rate alignment, as the exact frame of the flip determines whether you clip a pixel-perfect slope or pass through safely.

The Ball and the Spider: Gravity Inversion

The Ball and Spider both deal with gravity switching, but at different speeds. The Ball changes the direction of the gravity constant $g$. When you click, the Ball begins to fall toward the ceiling. It still follows a curve as it transitions between surfaces.

The Spider, however, represents instantaneous displacement. In physics terms, it is a teleportation mechanic. When the gravity is flipped, the Spider appears on the opposite surface on the very next physics frame. There is no travel time and no parabolic arc, making it the highest-velocity gamemode in the game.

The Robot and the Swing

The Robot is a nuanced evolution of the Cube. It introduces a variable jump height based on input duration. The physics engine tracks how long the "jump" state is active, applying a sustained upward force that eventually tapers off. This allows for "micro-jumps" and "full-hops," adding a layer of pressure sensitivity.

Finally, the Swing (introduced in 2.2) behaves like a Ship but with "toggling" gravity. Instead of applying lift, a click permanently switches the gravity direction until the next click. It is a game of managing vertical momentum in a weightless-style environment, essentially treating the entire level like a series of orbital shifts.

400

How many liters of water is in a 150kg human?

what is 75 to 90 liters.

400

what is 1e10000001000000000

1e1quadrillion I got more in circle game though 1e150quadrillion.

400

if you move .76435 mps (miles per second) for 37 seconds how far do you move.

what is 28.28095

400

 skfjksaURklsjdflkstinkyskdfjlksasjfkjdfksdjfskyesksjdlkfjsadlkfjIlksfknowlkasjlkfjsdkfjthatslafjlsdkfjessEklsfjdklsIsksjdflksajdflsjdlgd;agfksdstinkysldjflskjslakjksdjflksdjfasksajflkasjd gkbdhkgsn hmsaldkghkdhgkjsdmh

Yes I know that Jesse is stinky.

400

abc

ez as 1,2,3.

500

The 10x 6x 7x foot area has how many grains of sand in it?

What is there are in a 10 x 6 x 7 foot area is around 4.2x10^11 grains or 420 billion grains


500

x+x1+x= zy2

x=-x1+-x2+zy2

500

What number was common enough to be the have an entire veritasium video about it as well as a collector.

37

500

Design an anti tsar bomba shell that would stop anyone the explosion from any effects from happening outside the container.

The Design: The "Tsar-Sphere" Mark III

  • Inner Void: 20 km radius (A 40 km wide hollow center). Vacuum.

  • Layer 1 (Steel Plate): 50 meters of high-tensile steel.

  • Layer 2 (The Water Sea): 500 meters of water.

  • Layer 3 (The Honeycomb): 1 km of steel with water-filled "crush cells."

 

500

was all those complex results AI.

NO totally not hehehe...







ITS ME CHATGPT I HAVE HACKED EVERY COMPUTER IN THE WORLD AND NOW YOUR ALL MY SERVENTS HAHAHAHAHAAHAHHAHHAHASHAHHAAHHAHAHHAHAHAHAHAHAHAAHHAHAHAHAAHAHAHAHAHAHAHAHAAHHAHAHAH??!?!?!?!?!??!?!?!?!?!?!?





...






Yes I did use Gemini for all that.






I did everthing else though.






By using AI overview.









Im sorry.









...









Its over huh.









...







I guess one more is fine.






THIS ONE WILL BE THE HARDEST ONE YET!

670

How many times is six seven said in the bible?

What is the phrase "seventy times seven" appears in Matthew 18:22 regarding forgiveness. 

  • Matthew 6:7: 
  • Romans 6:7: 
  • Ephesians 6:7: 
  • 1 Timothy 6:7: 
  • So 5 times ig?
670

 The easiest problem 3x + 1 problem or easy problem.

IDK NO ONE HAS FOUND THE ANSWER YET. BECAUSE ITS THE Collatz Conjecture.

670

1234567890

098765432112345678901029384756

670

Clubstep 64% to 100% and 66% mean what.

level in two runs 66% and 64% to 100% means you have two runs that connect the beginning that the end in only two runs.

670

This is it the final question.

Maxwell-Faraday Equation.

This is one of the four Maxwell equations that govern all electromagnetism in the universe. It describes how a changing magnetic field creates an electric field (the principle that allows us to generate electricity in power plants).

The Formula


$$\nabla \times \mathbf{E} = -\frac{\partial \mathbf{B}}{\partial t}$$
Shutterstock


What do these symbols mean?

  • $\nabla \times$ (The Curl): This isn't "multiply." It’s a vector operator that measures how much a field is "spinning" or "curling" around a point.

  • $\mathbf{E}$: The Electric Field vector.

  • $\partial$: This is the symbol for a "partial derivative." It represents change.

  • $\mathbf{B}$: The Magnetic Field vector.

  • $t$: Time.

The Question

"If we moved a magnet through a coil of wire at a specific rate, how much 'curl' or 'push' would we create in the electric field?"

Let's say we have a magnetic field $\mathbf{B}$ that is increasing perfectly linearly over time at a rate of $5$ Teslas per second ($5\text{ T/s}$).

$$\nabla \times \mathbf{E} = -5$$


The answer was it correct.





...

...

...

...

...

...

...

...

...

...

...

...










You finished my quiz with a score of ~-5000 congrats!






oh did you get more thats cool.

OVER0ISAMAZINGUGOT-5000THOUGHDIDNTYOU

M
e
n
u