Hey guys, I'm an aspiring indie developer(I'm only 14, lots of time to learn!). I've been studying physics behind game design, and I have some questions.
1. How do you calculate linear/angular velocity when two objects collide and not on the center of mass? The center of mass?(all vectors), in a 2D space?
2. I googled the above, and people are using some sort of cross function, what is it?
3. Will an objects rotation always be around the center of mass?(All circumstances)
4. How do you calculate the angle in which something has collided, and what is the calculation for a bounce?(I assume with the conservation of energy, and other such stuff, just change the direction of the velocity to rotate 90 degrees based off the semicircle of collision, but the math to me is unknown.)
5. What is a good way to detect collision if something is rotated? Take a square, 45 degrees around the center of mass, how do I detect collision? The simple less than/more than math equation for rectangles and such doesn't really fit the bill.
Thanks guys!