# 2D collision of 2 circular objects (fully elastic collision)

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im currently makin a simulation of ball's on a table see: www.mdk-photo.com/javascript/Vector anyways, so far i've used the sentence that "two objects colliding exchange their vectors of heading" <-- this is UNTRUE in 2d or 3d so now i've used 6 days on Google, Wiki and good knows where else, searching for physical formulars and vector-math without result... then i came across: http://www.gamedev.net/community/forums/topic.asp?topic_id=390861&whichpage=1� however, the math described in the post, is rarther un-readable (in my eyes) so i humbly reqeust someone to give explain or write how exactly to implement the exhange of vector-forces im sooo tired of standard physical explanations without examples :( you may start with: -before collision: vA,vB "Movement vector directions - Array[x,y]" -positions: pA,pB "Array[x,y]" extras: -Mass = 1.0 -accelleration = 0.0 (or 1.0 ?) in advance - Thanks

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Well, i used the reflection off the normal of the other ball, or do want something more discriptive, i.e. code, cause i did the sphere collision stuff in POV-Ray(a pain to code), i could probably make it into javascript.

BTW, nice smooth simulation, it's hard doing that in javascript, i did a game once, but it sucked.

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Hopefully, this is more helpful than last time. Someone should submit a good article on this so it doesn't come up on the forums so often.

edit: you might want to set a maximum on the text and collision checking in your program. I accidently left it running and just noticed because it was taking all of my processing power and slowly counting up on memory usage

[Edited by - Alrecenk on June 9, 2006 11:38:05 PM]

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Quote:
 Original post by JBourriePool Hall Lessons

PERFECT article !!!

everything needed is there !!

someone ought to post a/this working code to Wikipedia !!

to everyone else : Thanks for the effort !

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