A good summary is here: http://gafferongames.com/game-physics/integration-basics/
A good summary is here: http://gafferongames.com/game-physics/integration-basics/
Actually it's a form of Verlet integration, which performs much better than Euler's method while being much cheaper than RK4.
Euler's method does not perform well with any form of acceleration and should not be used when acceleration is present. The equations here will remain accurate under constant gravity.
but yes, verlet is much more powerful for game physics, especially when coupled with constraints since it allows all kinds of non-trivial behaviour (angular momentum) to fall out.
Midpoint
v(n+1) = v(n) + a(n)*dt
x(n+1) = x + v(n)*dt + 0.5*a(n)*dt^2
Velocity Verlet
v(n+1) = v(n) + 0.5*[a(n)+a(n+1)]*dt
x(n+1) = x + v(n)*dt + 0.25*[a(n)+a(n+1)]*dt^2
With fixed acceleration a(n)=a(n+1) so the two methods are equivalent.Especially the Leapfrog integrator seems cool:
Euler, Euler midpoint, and Verlet are all very easy to code.
Also, you have to keep in mind the operation count versus the numerical stability. For the case under discussion -- constant acceleration -- Euler midpoint is perfectly suitable, as it gives the same answer as an exact analytical solution for the case where x(t) and y(t) are quadratic polynomials. RK4 or the like would only result in longer and slower code with no actual benefit in this particular application.
If you say "By the way, there's an exact solution to this, it involves something called Integrals that's usually the focus of at least three semesters of Calculus in college, but you can't really understand it without a few courses in Real Analysis, Differential Equations, and Numerical Methods..." then it seems like you're talking too much about Math instead of Software Engineering. As a result, you lose the audience whose main interest is making games for fun and profit, and don't care about math (or so they think). It's much harder to understand because it's a complete redesign of the integrator that relies on a non-trivial body of theory.
Which is why decoupling the physics delta from the rendering framerate is important. The author mentions Quake (id Tech 1, 2 or 3 ?), and I seem to recall id Tech 4 (Doom 3) was the first id Tech engine that implemented that.
There were also special moves, especially rocket jumps, and double-jumps that were impossible <60fps, and got easier towards 100+ (This being in the days of 200MHz pentiums and software rendering, "Monster 3D 4MB", and intense envy of those who could afford 2x 12MB Voodoo II cards.