Returns collision impulse magnitude (impact force, calculated from relative velocity). Takes entity, index. Returns impulse (units/sec, magnitude of impact, always positive). Calculated as relative velocity length (|velocity1 - velocity2|), approximation of collision force. Use for damage calculation, sound volume/pitch, particle intensity, camera shake strength. Higher impulse = harder hit. Common usage: damage = impulse * multiplier, sound volume based on impulse, screen shake if impulse > threshold.
Returns collision impulse magnitude (impact force, calculated from relative velocity). Takes entity, index. Returns impulse (units/sec, magnitude of impact, always positive). Calculated as relative velocity length (|velocity1 - velocity2|), approximation of collision force. Use for damage calculation, sound volume/pitch, particle intensity, camera shake strength. Higher impulse = harder hit. Common usage: damage = impulse * multiplier, sound volume based on impulse, screen shake if impulse > threshold. Same impulse for both entities (symmetric collision force). Thread-safe, O(1), returns 0.0 if out of bounds.