Summary: From 1987 to the present, I have been involved with Al Barr's research group's physically-based modeling projects. These generally involved physics-based motion for 3-d computer animation. This requires a modeling system that can handle heterogeneous collections of objects and constraints between them, which can then be automatically collected into a form where the continuous equations of motion can be integrated. Some of the specific modeling tasks I've been involved with include: * rigid body dynamics * dynamic constraints on rigid bodies * flexible bodies using Lagrange multipliers * flexible bodies using finite elements * collision detection between rigid bodies * contact mechanics between rigid bodies * articulated bodies * combining contiuous motions with discrete events such as collisions * space-time constraints The system we've developed, in which most of this was implemented, is based on the "Structured Modeling" approach described by Ronen Barzel in his 1992 book _Physically-based Modeling for Computer Graphics: a Structured Approach_. This system allows one to desribe physical objects in a natural, conceptual way, and have the system construct an appropriate state vector for the system of objects, which can then be passed to a numerical solver. By separating the conceptual level from the solver, the system can be made robust and extensible by reusing the proven mathematical and numerical foundations for different simulations.