Quote: "when I was working on ONE, (an FPS I made), I had the same problem. What I did was I made a few static spheres. And when a raycast hit an object. I positioned one at the position of the raycast hit and left it there for 1 loop."
I have a temporary solution similar to this, but it involves a high speed sphere that hits with the object in one loop. Its not brilliant, but it is temporary.
Quote: "When the raycast hits the object, first you get a vector of where it hit. Then you should transform this vector with the objects inverse world matrix to find its local position on the object."
Could you not just subtract the global raycast x/y/z from the objects position?
Quote: "Do the same to the normal and the normal of the raycast."
Newton has commands which return the normals. I haven't looked into them.
Quote: "Using the normal and the normal of the raycast, you should find the amount of force on that point in xyz. When you have found that, you use the force magnitude, moment forces and air resistance (damping) to calculate the angular and linear forces to apply to the object."
Sounds feasible.... But I haven't the foggiest how. If you have some pseudo code, I'd be willing to try and get it into Newton.