Judging from the feedback I got from David Eberly I thought this was something that would be easy implementable in to an existing game enigine and because I'm not a programmer myself I was hoping that someone could give this thing a try, and I'd have an input table with presets based on collision angles and could start to crosslink these to those from real physical experimental results.
There are 2D physics engines like
box2d and
chipmunk. They could easily handle the collision detection, if you approximate the shapes as polygons or capsules (or write your own ellipse collision shape).
The problem is that they model rigid bodies and your eggs don't behave like those. In fact, I don't understand how the eggs are supposed to behave at all. They have position (2D), velocity (2D) and orientation, but they don't rotate while they move? What exactly happens in a collision?