In what order must we call our critter[i].move and critter[i].update methods in order to make the simulation behave in a more 'parallel' fashion?
How do we justify converting the physical law acceleration = d/dt velocity into the computer code velocity += dt * acceleration?
How do we use Newton's law F = m x a?
Draw a UML diagram and write a little code to explain how a cCritter object delegates its reactions to forces out to instances of the cForce class.
What is the code for the cCritter::feelforce method? Why is the argument this passed?
What are some of the kinds of forces implemented by the Pop Framework?
What's the difference between a cForce, a cForceObject, and a cForceClass ?