What different ways are there to model restitution in a physics engine?

Posted by Mikael Högström on Game Development See other posts from Game Development or by Mikael Högström
Published on 2012-11-16T21:39:25Z Indexed on 2012/11/16 23:18 UTC
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In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one.

Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

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