Multiple collisions handling

Hi

I’m getting my physic engine better and faster, and now I’m trying to implement better collisions.
Now I check for collisions and for each I apply an impulse to stop the object in that direction.
I apply impulses in a serial way: COLLISION->IMPULSE, COLLISION->IMPULSE…
No matter how many collision points there are in a single frame.

But making tests I’ve discovered that the order I process collision points (also in the same situation) make difference!
I’ve understood why this appens (one impulse influences the next) and I want fix this.

Anyone knows how to handle multiple collisions in a one frame???
There is some site about this topic?

Many Thanks

I’m not sure how much this will help… But how about checking for how many collisions there are before actually acting on any of them? Although I don’t really have an engine, and the physics is just built into the game, that’s how I handle it and the collisions behave correctly.

Found via http://flipcode.com/ : Creating a Fast and Stable 2D Pixel Perfect Rigid-Body Simulation using Verlet Integration.

I haven’t read it, but I figured it may be useful to you.

And here are some articles that have been linked many times: http://www.d6.com/users/checker/dynamics.htm

I can check collisions (3D) and I now how to response…

I can also check all collisions first and then create impulses…
but if I apply impulses in sequence there’s no difference!

I think I must combine all the impulses and then apply all in the same moment…
because the sequencial way seems too simple for complicated object such a car.

Verlet integrator is great and works with points and strings, but my engine is based on rigid bodies, and for this it is much similar to Chris Hecker’s one.

thanks