A development to particle physics simulator 1 featuring collisions! Particle physics simulator V1 can be found here: https://scratch.mit.edu/projects/1245157190 Additions: - Mostly accurate collision script (for short, dynamic contacts) - somewhat accurate contact script (for long, static contact and force transfer) Math geek notes: Unfortunately, neither of these additions are fully mathematically accurate. Since the particles are so small I deemed it unnecessary to implicate the more complicated, contact plane approach to collisions. this would only benefit accuracy when particles hit glancing blows, which hardly ever happens because of particle size. as for static contact and force transfer, I did not know exactly how to approach it at first, but then I decided to implicate a script that counteracts the force of gravity when the particles are touching. in effect, this causes the particles to be no longer attracted, and therefore hold on to each other like realistic masses in space. this is, in short, a shortcut that uses an entirely different kind of math to achieve the same general effect of force transfers. the only downside of this approach is that things get unrealistic when multiple particles are in contact and bunched together. Anyways, that is a more simple explanation on how the collisions work, if you want to read about the math used to make the gravity work, visit V1
All by me Feel free to give feedback in the comments about what I should change or add next :) CLICK THE FLAG AT LEAST TWICE FIRST TIME (please)