Something that’s been on my mind for quite a while now is figuring out how to simplify the use of physics engines in games, as generally speaking, they tend to be relatively complex to learn and use, surprise the user quite often, and in many places require extensive boilerplate cut and pasting, which is all Very Bad.
Since I’m a bit too close from dealing with the internals to have a fair view of what the average user might expect, I’d love if anyone that’s interested could share some example use cases for physics, i.e. in an ideal world, what code would you like to write to add physics to objects, and how would you like to be able to manipulate them afterwards? I’m particularly interested in what the highest priority features are, from an external point of view.