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	<title>Comments on: Physics in 3D</title>
	<atom:link href="http://gafferongames.com/game-physics/physics-in-3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://gafferongames.com</link>
	<description>Glenn Fiedler&#039;s Game Development Articles and Tutorials</description>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-23444</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Wed, 02 Nov 2011 00:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-23444</guid>
		<description>ideally, yes</description>
		<content:encoded><![CDATA[<p>ideally, yes</p>
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	<item>
		<title>By: Sakari</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-23427</link>
		<dc:creator>Sakari</dc:creator>
		<pubDate>Tue, 01 Nov 2011 18:47:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-23427</guid>
		<description>Hi and thank you for an awesome set of tutorials! I have been trying to get my head around the RK4 integrator and was wondering how you would modify the example if you had some force that is dependent on velocity? Should each evaluate() call update the velocity with Euler integration so to get the curvature for this force too?</description>
		<content:encoded><![CDATA[<p>Hi and thank you for an awesome set of tutorials! I have been trying to get my head around the RK4 integrator and was wondering how you would modify the example if you had some force that is dependent on velocity? Should each evaluate() call update the velocity with Euler integration so to get the curvature for this force too?</p>
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	<item>
		<title>By: Sourabh</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-20234</link>
		<dc:creator>Sourabh</dc:creator>
		<pubDate>Fri, 23 Sep 2011 18:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-20234</guid>
		<description>Hi Glenn Fiedler,
I am really inspired with your work. I am an undergrad student and i am doing a project in 3d, i want to make a simulator which shows random bodies movement in 3D. I want to know which base model should i select to go further.

Thanks</description>
		<content:encoded><![CDATA[<p>Hi Glenn Fiedler,<br />
I am really inspired with your work. I am an undergrad student and i am doing a project in 3d, i want to make a simulator which shows random bodies movement in 3D. I want to know which base model should i select to go further.</p>
<p>Thanks</p>
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	</item>
	<item>
		<title>By: Tom</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-13059</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Sun, 05 Jun 2011 22:14:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-13059</guid>
		<description>Awesome Tutorial! Thank you very much :)</description>
		<content:encoded><![CDATA[<p>Awesome Tutorial! Thank you very much <img src='http://gafferongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>By: Son Nguyen</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-9574</link>
		<dc:creator>Son Nguyen</dc:creator>
		<pubDate>Mon, 07 Mar 2011 03:03:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-9574</guid>
		<description>Great tutorial &amp; easy to understand !

Thanks</description>
		<content:encoded><![CDATA[<p>Great tutorial &amp; easy to understand !</p>
<p>Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Vijay Kumar R</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-5642</link>
		<dc:creator>Vijay Kumar R</dc:creator>
		<pubDate>Sun, 12 Dec 2010 22:53:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-5642</guid>
		<description>Very neatly explained!</description>
		<content:encoded><![CDATA[<p>Very neatly explained!</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-438</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sat, 08 May 2010 05:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-438</guid>
		<description>Looks like you are right, sorry about that</description>
		<content:encoded><![CDATA[<p>Looks like you are right, sorry about that</p>
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	<item>
		<title>By: Olai</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-437</link>
		<dc:creator>Olai</dc:creator>
		<pubDate>Sat, 01 May 2010 14:12:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-437</guid>
		<description>I noticed that you defined torque with switched point offset and force. It should be T = p x F, not T = F x p, which leads to a torque in the reverse and wrong direction.</description>
		<content:encoded><![CDATA[<p>I noticed that you defined torque with switched point offset and force. It should be T = p x F, not T = F x p, which leads to a torque in the reverse and wrong direction.</p>
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	<item>
		<title>By: Thijs Adriaansen</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-436</link>
		<dc:creator>Thijs Adriaansen</dc:creator>
		<pubDate>Sun, 29 Nov 2009 17:14:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-436</guid>
		<description>Thank you for the reply,

now I understand why the object moves along the axis while rotating. I also read the first &#039;x&#039; in Ftorque = F x (p - x) as the x-position not the cross product symbol x.</description>
		<content:encoded><![CDATA[<p>Thank you for the reply,</p>
<p>now I understand why the object moves along the axis while rotating. I also read the first &#8216;x&#8217; in Ftorque = F x (p &#8211; x) as the x-position not the cross product symbol x.</p>
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	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/physics-in-3d/#comment-435</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Fri, 27 Nov 2009 17:35:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/physics-in-3d/#comment-435</guid>
		<description>actually, the forces are not constant over the frame because they depend on the position and velocity of the body - this is why i use RK4...</description>
		<content:encoded><![CDATA[<p>actually, the forces are not constant over the frame because they depend on the position and velocity of the body &#8211; this is why i use RK4&#8230;</p>
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