Original Post
I have been reading the Jackobsen article "Advanced character physics" that relates his physic engine for Hitman game, with his description of the engine, it seems like a perfect system to simulate rigid bodies (using verlet + "rigid" constrains + ...), my question is, which are the pros and contras of Jackobsen system against "traditional system"(like the used in havok,tokamak,novodex...) ? If its so good, why the most used physic engines aren't using verlet for rigid bodies ?

