Original Post
I've finally managed to get my first interactive rigid body simulation to work properly. Avi Not entirely sure if the result is correct though (I could only compare it with 3ds max reactor(havok), but it doesn't have ellipsoidal bounding volume). Do you think the result is acceptable (realistic enough)? Chris Hackers articles were more than helpful, although I don't understand the impulse derivation entirely. I've also referred to the book "Physics for Game Developers" For rigid bodies that cannot rotate, the relative velocity (for center of masses) after impact is proportional to the relative velocity before impact. This is justifiable as no angular effects are considered and total system momentum is dependent only on linear velocities. So the total momentum is conserved. However with angular effects, the impulse derivation uses the same principle of keeping the relative velocities before and after impact proportional, but this time the velocities at the point of contact are considered. How will such an impulse conserve total angular momentum? Am I missing something here? Thanks for your help.