Game Development Reference
In two short chapters we've gone from coding vectors to a first complete physics en-
The laws of motion are elegant, simple, and incredibly powerful. The fundamen-
tal connections that Newton discovered drive all the physical simulations in this topic.
Calculating forces, and integrating position and velocity based on force and integrat-
ing position and velocity based on force and time, are the fundamental steps of all
physics engines, complex or simple.
Although we now have a physics engine that can actually be used in games (and
is equivalent to the systems used in many hundreds of published games), it isn't yet
suitable for a wide range of physical applications. In chapter 4 we'll look at some of
the applications it can support and some of its limitations.