This paper starts by describing how collisions are a hard problem and first describes what inpulse-based simulation methods are and how they can be computed efficiently. Showing the comparison of the stable pose distribution of a wierd looking piece from real experiments and simulation, it shows how impulse-methods can portray realisitc movements fairly well. However, it shows how constant calculation that is not required for steady state objects can increase computational load and constant constraint situations like hinge joints that can't be effectively solved using impulse-methods and hence require constriant-based-methods. The paper suggest hybird of impulse-methods and constraint-methods can be used to effectively simulate physical phynominas. However, it doesn't seem to be able to give a clear picture on when and how switching between constraints and impulses should take place to be effective and leaves the question open.