![]() ![]() The difference here is that while you still leave alone the components that are parallel, instead of reversing each ball’s component that heads towards the other ball, you swap the components between the two balls (as we move from step 2 to step 3), then finally recombine the velocities for each ball to leave the result (step 4): This is the same principle as we used when colliding with a wall. You separate out each ball’s velocity (the solid blue and green arrows in step 1, below) into two perpendicular components: the component heading towards the other ball (the dotted blue and green arrows in step 2) and the component that is perpendicular to the other ball (the dashed blue and green arrows in step 2). You have a situation where two balls are colliding, and you know their velocities (step 1 in the diagram below). ![]() The principle behind collision resolution for pool balls is as follows. ![]() The final piece of the puzzle is just to put it all together in the case of two moving balls. We’ve also seen how to resolve a collision when bouncing a ball off a wall (i.e. We’ve already seen how to detect collisions between balls: we just need to check if two circles are overlapping. In this post, we will finally complete our pool game. ![]()
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