Original Post
yea I have another question about this stuff. Once I find the total torque of an object, how do I convert this to angular velocity, and then to angular position? I had an idea but it has some problems with it. I could make angular velocity a vector and just do aVelocity += torque * dt in each step. Then I could have a forward, up, and right vectors for the object that I rotate around the aVelocity vector by |aVelocity|*dt radians. The problem with this is if there are multiple angular velocities. Imagine a cylinder spinning on its axis going through the circlular ends. Then imagine applying a torque against one of the other axes (axises?). This cylinder would have 2 seperate angular velocities that my model would be unable to simulate right?