We've recently implemented a feature that allows us to calculate the pressure on a given plank. This allows us to set a threshold whenever we want the plank to shatter (using the shatter implementation we recently made a post about). This is what it currently looks like if we manually increase the mass of our cube: To accomplish this simulation, we used the physics formula for pressure which is: P = -F/A Where P is the pressure, F is the magnitude of the normal force and A is the area of the collision. To get P, we first of calculate the normal force using the following formula: F = m*g*cos(theta) Where m is the mass of the object, g is the gravitational field strength and theta is the angle of the inclined surface (currently only looking at the incline on the x-axis, we will be looking into expanding this to atleast one more axis). The mass of the object and constant g are easy to grab, theta however is generated by looking at the difference in rotation of the object ...