rigid body dynamics surely aren't *that* impressive Android? Some input data, some physics equations, calculate it x number of times a second...
making it *work* well though, that'd be impressive. Currently it just works, imho. Times like these I wish I could program, so I could see how my very straightforward sounding vector calculation / previous packets check would be so difficult to implement / cpu crunching to calculate / unworkable. Rather than judge collision intensity solely on 'depth of penetration', as I believe most rigid body calcs are done, calculate a vector for the colliding objects based on the current and previous packets. Packets would need to be timestamped though, I have no idea whether they are currently or not...