Original Post
I just got Dave Eberly Game Physics book and had a quickie look. Good book, although maybe one or two omissions. Joint? Broad Phase collision detection? Partitioning? Ray Casting? That would be quite important chapters for a physics engine. It''s quite academic, and it''s already jam-packed, but still, a serious read.
anyway, after a quick look, he said that the col det and response should enforce that objects will never intersect. How would he achieve that if the objects rotate, since you can use the rotational velociy in the col det? Is the contact solving gonna fail if objects intersect? Does it matter if they intersect or not? Can the col response and constrain stuff work with that, and just use estimated contact points in case of an intersection?