How to determine the force absorbed by an object in a collision?

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SUMMARY

This discussion focuses on calculating the force absorbed by an object during a collision in a game engine, specifically addressing the impact of different restitution coefficients on energy loss. The key formula mentioned is Force = dp/dt, which defines force as the change in momentum divided by the impact time. The conversation highlights the necessity of understanding impulse and movement vectors to accurately determine the net restitution and energy loss for objects with varying restitution coefficients.

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  • Understanding of collision physics and impulse calculations
  • Familiarity with restitution coefficients and their effects on energy loss
  • Knowledge of vector mathematics in physics
  • Experience with game engine physics simulations
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  • Research how to calculate net restitution for colliding objects with different restitution coefficients
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  • Learn about impulse and momentum conservation principles in game physics
  • Investigate the implementation of collision response algorithms in game engines
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Game developers, physics programmers, and anyone involved in simulating realistic collision responses in interactive environments.

ExcessRed
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I'm working on a physics reaction in a simple game engine, and I need to retain the amount of force absorbed by an object.

The collisions and their responses are based on vectors.

I have the objects respective masses, their speed vectors, from which I can determine the impulse and the new movement vectors.

But I need to know ... what effects how much force is lost during the collision when two objects with DIFFERENT restitution coefficients collide?

What I mean is, if two objects have different restitution co-efficients, how is the net restitution determined?

Also, based on those different restitution co-efficients, is it possible to determine how much energy is lost by each respective object?

...sorry if this is the wrong section.
 
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Force=dp/dt
change in momentum divided by the impact time .
 

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