Articles on general physics and the simulation thereof.
- [Design Patterns for Interactive Physics]
- [Physically Based Modelling: Principles and Practice] Course notes from online Siggraph '97. Highly Recommended. Includes code examples in C.
- [Techniques for Scientific C++] Heavy computation without heavy CPU cycles.
- [Impulse-based simulation]
- [The Collision Detection Pages]
- [The Dynamics of Runge-Kutta Methods] (If anyone actually reads this and understands it, let me know! - Dan)
- [Multidimensional Access Methods] (citation) This looks like a survey of techniques for doing spatial queries on databases. May come in handy later.
- Here's an article on [fast vector math] in C++. Highly recommended. I've read about the basic technique before (template metaprogramming?) in connection with mathematical applications of C++. The article applies it in a very concrete way to simple vector math. If you've been interested in templates but put off mastering them, or if you've been sceptical and assumed that they're unnecessary fluff, then please study this article until you completely understand what's going on. It may just open your eyes to the amazing power of template programming.
- Gamasutra article on [collision detection].
- [Dead Reckoning] Introductory article.
- [Integrating a Commercial Physics Engine]
- Gamasutra's [2003 Game Physics Resource Guide]