by RICoder » May 17, 2003 @ 7:01pm
I'd suggest quaternions if you are looking for realistic physics, and matrices if you are looking to 'fake' it. Keep in mind that most physics engines don't do real world physics, the fake it. I've written a few of different engines in everything from C++ to Prolog, and what I discovered is that anything above and beyond angular momentum gets very hairy very fast.
There are a lot of good books out there, but nothing that will help more than a college level Newtonian Physics book. I have to side with Dan here and say that I found that doing it myself, while a major pain in the ass, was no more difficult than trying to interpret what someone else did in a book.
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