struct PARTICLE
{
VECTOR3 position;
VECTOR3 speed;
VECTOR3 force;
float invMass;
}Particle;
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//dt is the timestep
particle.speed += particle.force * particle.invMass * 0.5f * dt;
particle.position += particle.speed * dt;
particle.speed += particle.force * particle.invMass * 0.5f * dt;
//then update forces and so on...
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