I\'m working on a 2D physics engine for a game. I have gravity and masses working, using a simple iterative approach (that I know I\'ll have to upgrade eventually); I can push t
You need to make sure that your delta t iterative time value is small enough. You will definitely have to tinker with the constants in order to get the behaviour you expect. Iterative simulation in your case and most cases is a form of integration where errors build up fast and unpredictably.