You should practice tossing 2 objects from apposing angles hitting a 3rd at around the same time. See what it does and then you'll know in what cases to account for.

The alternative is to get rid of the rectangular collision detection and instead use circular with some simple trig functions to determine angles of force and such. In this you can apply mass which will allow lighter objects to be affected more so than heavier ones.

Then you'd just have to recalculate each object's force and force changes based on who it's collided with and what their speeds and masses are.

This may be alternately easier than trying to build a box with points to determine corners and such.


I have some older math functions for such 'faked' space physics posted about a year or more ago if you care to do a google search on the fourms.