Hey, thanks for your answers guys. Im a noob at physics and will need some time to dig all this
I'm not really aiming for any kind of realism either, so i'd be inclined to take the simplest easiest path available. Unfortunately it may be a bit more complex still: what about two cars (yeah forget about the wall) moving in the same direction but at different speeds that eventually collide...? Shite I'm not even sure if i'm asking the proper questions. Hold on.
This is what I'm working on. I'd like the cars to receive damaged whenever they hit each other (or them kegs) with certain violence -- not like blowing into pieces each time they get a bit scraped. Cars would also break by sections (not many: snout and butt around a base frame), so it's important to determine which areas are affected by the impact: thus, if you crash against the car in front of you, your snout section and the other car's butt section would be affected.
The plan was, create an invisible sprite wherever the collision takes place and assign it a variable with the strength of the impact, and check which sections are overlapping. If that approach is fine, I guess the question would be: which value should i assign to said variable.
Some thing easy! If i understood R0J0 properly (which I may or may not), the proper thing would be to calculate an impact force for each car? No wait twas acceleration rate for each car... Well if i can summarize it all in one value that makes sense that would be great. Maybe some difference between velocities or something...?
Thanks again for your patience