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Oh 3d collision math gods hear me...

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I feel like I am very close, but I can't quite make this work. 3D collision response. I have some test blocks in my program, a 1x1x1 and other targets like more 1x1x1, and a 1x10x1, and 1x10x10. When I smash them together, the results are obviously off. I think there is more energy in the respons than going into it. Things look right when I collide the small block with the larger blocks, but when I collide small blocks with other small blocks they accelerate after the collision. Please help. Below is my code. Section 1 is right after the collision detection, where I set a result that contains the info. Section two is where it get handled. I'm posting it in hopes someone can help me. I think it's pretty broken up and easy to read, let me know if something doesn't make sense. I know the code is not optimized, it's written for clarity.
if (is_collision)
		(*result).IS_COLLISION = TRUE;

		D3DXVECTOR3 R1 = ci.COLLISION_POINT - ko1->g_Position;
		D3DXVECTOR3 R2 = ci.COLLISION_POINT - ko2->g_Position;

		D3DXVECTOR3 rotation_velocity_1;
		D3DXVECTOR3 rotation_velocity_2;


		D3DXVECTOR3 ko_1_collision_point_velocity = ko1->g_LinearVelocity_World + rotation_velocity_1;
		D3DXVECTOR3 ko_2_collision_point_velocity = ko2->g_LinearVelocity_World + rotation_velocity_2;

		D3DXVECTOR3 velocity_difference = ko_1_collision_point_velocity - ko_2_collision_point_velocity;

		float closing_velocity = D3DXVec3Dot(&velocity_difference,&ci.COLLISION_DIRECTION);
		(*result).CLOSING_VELOCITY = closing_velocity;

		return 0;

Then it gets handled here, I think the equation must be wrong somewhere but it looks right based on material I'm reading. 'koe' is my 'kinetic object event' which holds a pointer to the two kinetic objects (ko one and two) and the collision result (cr) info.
const float e = 0.25f;  // coefficient of restitution

			D3DXVECTOR3 n, collisionPoint;
			n =;
			collisionPoint =;

			D3DXVECTOR3 R1 = collisionPoint ->g_Position;
			D3DXVECTOR3 R2 = collisionPoint - koe.two->g_Position;

			D3DXVECTOR3 cross1;
			D3DXVECTOR3 cross2;



			D3DXVECTOR3 crossA;
			D3DXVECTOR3 crossB;

			D3DXVECTOR3 sum = crossA + crossB; //cross sum...
			FLOAT sum_dot_normal = D3DXVec3Dot(&sum,&n);

			FLOAT one_over_mass =  1.0f / (1.0f/>g_Mass + 1.0f/koe.two->g_Mass);

			float numerator = -(e + 1.0f) *;
			float denominator = one_over_mass + sum_dot_normal;

			float j = numerator/denominator;  
			D3DXVECTOR3 j_vector = n*j;

			D3DXVECTOR3 angular_add_1;
			D3DXVECTOR3 angular_add_2;


			D3DXVec3TransformCoord(&angular_add_2,&angular_add_2,&koe.two->g_InertiaTensorInverse);>g_LinearVelocity_World += j_vector />g_Mass;>g_AngularVelocity_World += angular_add_1;

			koe.two->g_LinearVelocity_World -= j_vector / koe.two->g_Mass;
			koe.two->g_AngularVelocity_World += angular_add_2;
Thanks much in advance for anyone with a head for this stuff. God help us all. -Matt

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