Alright, been playing around with graphics programming - started off in Java and is now working with C++.
What I've done, quite basically, is I've taken age old books on graphics programming and used the math in there to create a quite basic 3d world.
First time I do it, so the code is probably toejame slow. And yeah, I should use d3d/OpenGL, but I wanna try out the basics, and see if I can understand and implement the math.
At any rate, in my wonderful little 3d world, I have some very cute polyhedrons. Use back face culling, and have implemented Painter's algorithm - still working on making Z-buffering run acceptably, although the worst case run time seems a bit worse.
So, I have some objects, and I have this cute little box I can fly around with. Now, how the hell do you introduce physics into this world? The whole aspect of doing this isn't immediately obvious to me, and I've been unable to find good books on the subject.
So any references on books on this (bet HTC know how

) would be greatly appreciated.
Am doing this as part of my studies - gonna have an exam in this stuff. Well, the exam is in graphics programming and there's lots more of that to implement, but I want to have some basics down. I want the box to accelerate according to a curve, and I want there to be g-forces, so the box can jump off cliffs and stuff. I.e very elementary physics stuff, nothing fancy.
Hope some of you can direct me towards a good source of info.