the force at which two phys objects rebound is based on simply which of the two elasticity number is highest
This seems odd, as colliding two balls with elasticity's of 1 and 1 gives the same result as colliding elasticity's of 1 and 0.1
I think they should be multiplied together.. the advantage of this is that you can create an object with an elasticity of 0 that doesn't rebound no matter what collision.
This would be really useful to me and anyone else who has attempted to make a decent physics platformer. Currently the only way to stop the player bouncing off the ground/objects when landing atop, is to set absolutely everything it may collide with's elasticity to zero.
This change will require physics behaviour users to tweak their elast values, but I believe it makes more sense for it to work this way
I'm not sure if this is even a C2 or a Box2D thing, but I figured I'd post anyway just in case.