What possible ways could I simulate physics on a ball?

Howdy,

I’ve recently started progress on my physics engine and have experimented with body movers to create a physics engine to allow me to simulate throwing spheres and being able to change things like gravity without affecting the rest of the game,

However it seems that my main issue is that when my sphere hits an extreme angle the sphere many of the times goes flying off or rolls across the ground unrealistically far away

Some games on the platform deal with this issue by doing full real-time calculation of a sphere to then bounce it of surfaces which would result in no anomalous results. An example is phantom forces grenades

While I can simulate a ball drop and physics how could I go about with detecting collision on such small part effectively and calculate the next direction the ball could go?

Can you just add a VectorForce to each assembly to balance out its mass, if you want something to be unaffected by gravity?

I feel like using Roblox’s physics engine is going to be your best bet by far

Yes you can but I’m trying to find how to mathematically calculate vector that ball has to go after collision

I know, but that’s a really big problem with no easy solution. Solving that problem is like most of what roblox does.

Can you narrow down your problem a bit? What application do you need this for?

If you can get away with it, solving this for a single point instead of a sphere is a lot easier, and might be good enough for you.