Introduction, Motivation, and Goals
This article will guide you through the essential physics of game engines. This is not an A-Z “how-to” guide. I’ve left out some major optimization and implementation details; a single article can only cover so much. My true goal is to point you in the right direction and teach the concepts that you’ll need to build upon later. The next step is up to you. I hope you’ll use this article as a springboard and go write your own game engine, researching advanced concepts in the process.
I’ve left you a very helpful to-do list at the end of this article, if you’re just here looking for a summary of what you need to learn.
A Vector State of Mind
The first thing I learned when building my physics engine is that you really should embrace vector mathematics (linear algebra). ...
This isn't a .Net or even really Microsoft sphere article, but it's very cool none the less. I mean, come on, Physics Engines!