Simulating 2D Collisions: Elastic Circle Interactions and Velocity Calculation

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    2d Collisions
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SUMMARY

This discussion focuses on simulating perfectly elastic collisions between two circles in a 2D space. The key challenge is calculating the final velocity components (Vx and Vy) after the collision, given the known masses, velocity components, and radii of the circles. The solution involves exchanging the momentum components along the line connecting the centers of the circles at the moment of contact, without considering friction or spin.

PREREQUISITES
  • Understanding of 2D physics, specifically collision mechanics
  • Familiarity with elastic collision principles
  • Basic knowledge of vector mathematics
  • Experience with programming simulations, preferably in a language like Python or C++
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  • Research the mathematical formulas for elastic collisions in 2D
  • Learn about vector operations and how to implement them in code
  • Explore physics engines like Box2D for handling 2D collisions
  • Investigate the effects of friction and spin on collision outcomes
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Game developers, physics simulation engineers, and anyone interested in implementing realistic 2D collision dynamics in their projects.

spl3001
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I'm designing a program that simulates collisions in 2 dimensions, among other things. The collisions are between 2 circles, the collisions themselves are perfectly elastic. The mass of the two circles are known, and their X and Y velocity components are known. They also have specific radii. I can easily detect collisions amongst 2 circles, but I cannot solve for the final Vx or Vy vectors of the two spheres.

Any help would be greatly appreciated.
Thanks
 
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As long as you are not including friction and spin all you have to do is exchange the component of momentum along a line joining their centers when they make contact.
 

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