So far, we have been displaying and animating simple and complex 3D models in our 3D scenes. We translated and rotated them considering the elapsed time and according to the values read from the input devices. We used very simple linear formulas to translate and rotate the models. However, in the real world, things move and rotate due to applied forces and torques. Modern games must simulate real-life situations. Therefore, we have to move and rotate our 3D characters according to the laws of 3D physics. How can we apply forces and torques to multiple independent and concurrent 3D characters in Silverlight?
We can accomplish this by combining our good object-oriented design with the power of a specialized physics engine. We can add realistic motions through space-time and all that derives from these, such as energy and force, using a physics engine to simulate real physics in our virtual worlds. This way, we can animate our 3D characters...