I've set out to program some simple physics simulations representing basic 2d collisions, rotation, etc..
I'm a CS numerical analysis major, and I've taken some intro physics classes which covered the basics of dynamics and kinematics. -- I think I have a decent grasp of the subject, so it should be "feasible" for me to have some decent realistic simulations.
I'm choosing java because I'm most familiar with it, and using an applet to display graphics in java is fairly simple.
) : Should I be programming "math simulations" in java? Will this slow the program down too much?
Is it the math calculations, or the animation / display methods which causes java programs to be slower? I guess I don't understand how my java classes are displaying things at a lower level than "when I type g.drawLine(x1,x2,y1,y2); a line appears in my applet".
I've read people talking about using Physics engines, which were programmed in C++, in java.
Why is this a better approach? Which "pieces" of your games are written in C++, and which pieces are written in java? How can you include C++ libraries into a java program?
If I'm not really interested in building a game, but more interested in working towards a physics engine, should I bother writing any of it in java?
Thanks a lot!!