Original Post
I've been implementing a somewhat simple physics engine for a project I've been working on. Since about last June I've been researching different ways of doing it. I started with Euler, then moved on to Verlet. Both have problems, though with different things. Verlet has issues with things like velocity limiting and collisions (specifically, making them respect proper physics rules, like conservation of momentum). Euler has issues with rigid constraints, and alot of instability can occur if forces become rather large. Dissatisfied, I decided to look for more schemes to use. I found references to "leap frog" and "velocity" versions of verlet in the Jakobsen article. Leap frog didn't really appeal to me, but velocity verlet certainly did. This short article describes the method Since you have an explicit velocity term, velocity limiting and collision response become as easy as they were in Euler. Since it's a verlet scheme, it inherits all the stability and rigid constraint advantages of the more regular verlet method. I've already done the simpler aspects of my physics demo (collision response between spheres, rigid in-bounds constraints, etc.) in velocity verlet, and I'm quite pleased. I simply don't see anything that would indicate it's inferior in any way to either the regular verlet or Euler. Why then can't I find any game-related literature on it? Every reference I find to it is related to particle simulations in legitimate physics research. Things like explosion simulators and atomic interaction simulations. Is there some hiccup to using velocity verlet I'm not seeing? Maybe everyone is just following that Jakobsen article without doing any further research?