Hi there! I was building a physics based game and this has been bugging me for quite some time now. I had declared two physics bodies(boxes in shape), then applied a force(a constant force) on one box to make it collide with the other. I was using a postCollision Listener to print the force of the collision(event.force). What I noticed was the value of force is different for different point of collisions. for eg. The force when the box collides with the other box’s edge(sides) is less compared to that when it collides with one of its corners(vertices). I reckon this could be because of multiple contact points in the first case, and only one point of collision in the second case. So does this mean box2d takes the average of forces applied at different contact points?
I want to know, is there a way to get same force on collision irrespective of the point(s) of collision. I am making a game where you smash some crates, I’ve given a threshold force and any force greater than that will smash it. But it seems that for same value of force the crate gets smashed when hit on corners and not when hit on the sides.
If anyone still didn’t get the problem I’m sure the video enclosed will help you. Would love to hear from you guys.
Thanks
Karun