I'm working on making a simple-ish physics engine for my game, but I'm not sure how to do the math on part of it.
How I currently have my engine setup is as follows:
Every object affected by physics has a "velocity" which consists of it's angle and force.
Each object has an "push" function that takes a new velocity and affects the current velocity with it.
The angle of velocity is global. So moving towards the right of the screen will always have an angle of 90. For example, if an object's velocity has a force of 10 and an angle of 90 and I adjust said velocity by an angle of 180 with a force of 10 it'll get a new velocity. This velocity will have a force of 0, so it's angle is irrelevant. Or if I take that earlier velocity with an angle of 90 and a force of 10 and adjust it by a velocity with an angle of 180 and a force of 5, the resulting velocity will have the angle of 90 but the force of 10.
I'd provide more examples and test cases, but I don't know how to figure out the velocity of an object moving with a force of 13 and an angle of 32 when it's pushed by a velocity of 5 at an angle of 193.
TLDR;
I have objects with angular momentum. I want to be able to "push" them with a given force and angle and have them adjust accordingly(taking their current force and angle into account).