I looked at a bunch of similar questions, and I cannot seem to find one that particularly answers my question. I am coding a simple 3d game, and I am trying to allow the player
A very simple implementation could be like this:
velocity(t+delta) = velocity(t) + delta * acceleration(t)
acceleration(t) = force(t) / mass of the object
velocity, acceleration and force are vectors. t, delta and mass scalars.
This only works reasonably well for small and equally spaced deltas. What you are essentially trying to achieve with this is a simulation of bodies using classical mechanics.