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>> In that case why not just model it as a point mass at B connected by a
>> suitably stiff spring to point A? Keep track of the position and
>> velocity of B and you can use normal numerical integration to update B
>> (there will be a gravity force and a spring force towards A). In your
>> graphics you can use the angle between the vertical and the line A-->B
>> to draw your train.
>>
>> It may not be 100% physically accurate but much simpler than trying to
>> work through all the maths related to dynamics in a rotating reference
>> frame...
> Uh, yeah, so how do you do that? lol Seriously, the closest I have come
> to differentials is a book promising to take you from basic math up to
> basic calculus, and I got lost like 3/4 of the way through it. :p But,
> yeah, it sounds good...
This is a good guide, there's some other good articles on his site too.
http://gafferongames.com/game-physics/integration-basics/
I don't know how much you've done already on this kind of stuff, but
even after 4-5 years of learning calculus the rotating reference stuff
was scary hard. From what I remember, mainly because your unit vectors
are no longer constant, so no longer disappear when you differentiate
them...
This is the demo we had in one of our lectures:
http://www.youtube.com/watch?v=kc88SrMG5fA
Fun to watch, but try to prove the physics :-)
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