kalvinorama wrote:or you can just use newton's law
mass*acceleration = Sum of force applied to object
Newton's second law of motion would have to be followed, but although it might sound simple you can't just slap the formula in there somewhere and call it a day
You'll need to keep track of forces, mass and acceleration of the bodies you want to use and you'll need to analytically solve the equasion presented by these factors
Also, newton's second law is only perfectly applicable to point-masses, which do not have a specific center of gravity (the point itself is the center of gravity) or a volume (so torque can be neglected)
And finally, newton's second law alone will not take care of collision
I know irrlicht can handle collisions, but a physics engine can do this so much better with a much higher precision and a smaller chance of glitches like phasing, etc.
Bottom line: Try a physics engine, get familiar with how to use it, since in the end you'll probably always need one if you're going to write a game including physics