Original Post
I am building a rigid body physics engine and I'm having a problem when a polygon collides with a surface generating two simultaneous contact points (two vertex of the same edge in this case). Since my engine calculates the impulse generated by one contact at a time, the bouncing polygon ends up having some angular velocity even if it didn't have any before collision. I will be trying to implementing Eric Catto's iterative collision solver later on but I am curious to know if this problem can be solved with simple math. I just couldn't do it myself. My engine uses Oliii's Polycolly SAT (without the swept collision part), Chris Hecker's rigid body articles and I'm looking at source from different engines like box2D, Chipmunk, Motor2 (actionscript3), Glaze (as3 also) and many others. The game programming community is amazing! Thanks in advance! SP.