Drag circles to move them, press C to create a circle, press D to delete a circle. For the best performance, keep the size of the largest circle as close as possible to the size of most of the other circles. The collision algorithm uses the size of the largest circle to define a grid to accelerate collision detection and avoid an exponential decrease in speed with higher circle counts. This means that a scene with many small circles and a few large circles will perform worse than a scene with only small circles. Goals: 1. grid structure for more speed with high circle counts 2. configurable bounciness and air, ground resistance (not yet implemented) 3. implement Pezza's work fire algorighm?
Improvements from v1: - grabbed circles are throwable - collisions sped up for large numbers of circles Issues: - bug in list editing possibly causing slowdown - throwing objects only works with 1 substep - last placed circle doesn't collide for some reason The main reason this is so slow is because Scratch doesn't support multidimensional lists and that I apparently have a bug in the list parsing code somewhere. Inspired by Pezza's Work: youtube.com/watch?v=lS_qeBy3aQI