If the number of physics lectures submitted and accepted t this year's CGDC is any indication, games are getting serious about dynamic physical simulation. So, instead of yet another physics lecture, this session provides a place to discuss the algorhims and ideas and to ask (and maybe hear answers to) questions about implementing real physics in computer games in 1998. Can current CPUs really handle large linear systems? What are my objects spinning off into the Land of NaN? Which contact algorithms really work with stacking objects? The moderators bring the overhead projector, the transparencies, some introductory words of wisdom, and maybe a demo or two. Attendees bring real-world questions and war stories, paper and pencil to work the math problems posed, aspirin, and an open mind.