Technically it's possible, otherwise there would not be any library that handles physics.
The biggest problem is perhaps the question how precise do you want it. Another question is whether it should be "realistic" (whatever that means). If you do a sort-of physics simulation, you should be able to get it pretty much correct w.r.t. real-life.
However, aside from CPU limitations, real-life correct does not mean it works in a game. For example a bullet flies 900m/s and is not visible to the naked eye.From a game perspective however, it is probably much more fun to see bullets across the screen.
The other direction for physics is to think from the game. What effect do you want in the game? Code that, such that it looks and works right. The latter gives you much more freedom.
As for the time-frame, it depends a lot on what you want to have, and how much experience you have in math and programming. Linear motion is the simplest, you may want to start there. I found http://gafferongames.com/game-physics/f ... -timestep/
a very interesting read.
As I said before however, when you are worried about time that it takes, use a library. Using a library is always
faster than writing one, even if it is a dedicated solution.
My project: Messing about in FreeRCT
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, and IRC #freerct at oftc.net