In Making Things Move, I presented some elementary physics formulas for programming motion in Flash. It mainly came down to this: add acceleration to velocity and add velocity to position in every frame. I knew this wasn't the most accurate physics possible and made lots of disclaimers to that point. Still, I knew it was good enough for games and animations most people would be doing in Flash.

After writing the first version of the book, I discovered that what I was describing is commonly known as Euler integration. And it is indeed pretty inaccurate. It's also fairly simple, good enough for most casual applications, and pretty widely used. But if Euler integration is not so great, what are the ...

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