I forgot to add my ways to deal with fake Dampening and Elasticity.
Right now i'm faking Dampening with this events using Bullet Behavior:
(Given some kind of propulsion to object Player with bullet behavior)
ObjPlayer=>BulletDistanceTravelled > 100 |Actions=>|ObjPlayer.Bullet.Speed = -(200*dt)
BulletDistanceTravelled is a system condition
Bullet Speed is the speed taken/given from/to the bullet behavior.
If i add another event to slow down acceleration i get more dampening but since i cannot reset BulletDistanceTravelled it starts to acumulate until theres no more movement even after a new collision agains the object.
This is my envent to slow down acceleration:
ObjPlayer=>BulletDistanceTravelled > 100 |Actions=>|ObjPlayer.Bullet.Acceleration = -(50*dt)
Using only the speed event seems to work okey as a Dampening emulation, adding the acceleration breaks it the more the objects moves.
Some know a better solution to simulate Linear Dampening using Bullet Behavior?
And to fake Elasticity i give a multiplier to the speed of the object at collision. I didn't play much with this one. Dampening is my priority.
I need some ideas for this two effect if someone know of one.