**Note- The physics are not %100 accurate I beleive... This project is a physics engine sortamabob. So far, it deals with collisions of circles-on-circles. It doesn't seem to work well with non-bouncing physics, as it seems to "sink in" to the circle when at rest. I may also add squares and sloped lines. **Instructions There are 2 circles already on the stage, but you can add circles by holding space and dragging the mouse to the desired radius. **How it works The x-position, y-position, and radius of the circles are stored in lists. The main character sprite checks if it is overlapping with any other circles by using the pythagorean theorem to find the distance between the circle and the main circle, and checks to see if that distance is within the radii of all of the circles. If it is, it set's its x and y velocities to the sin and cosine (respectively) of the direction(calculated by an equation simialar to atan2()) multiplied by the total velocity of the sprite(also calculated by pythagorean theorem), and then multiplied by the restitution. **Performance Right now it works pretty well offline, slow w/o turbo mode and too fast with it. Online it seems to work pretty well. This project could be 1s1s because one sprite is solely for the drawing of the circles merely to save performance, but it seems that it won't matter because turbo mode is going to need to be used anyway.