particle collision gefixxt aber physics are wrong and there are weird jitters
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@@ -105,7 +105,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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// Jede Goroutine arbeitet nur auf Index i → kein Datenkonflikt
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for l := 0; l < particleCount; l++ {
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if rl.CheckCollisionCircles(particleList[i], *particleRadius, particleList[l], *particleRadius) {
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if rl.CheckCollisionCircles(currentPositions[i], *particleRadius, currentPositions[l], *particleRadius) && !(l == i) {
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particleSpeed[i] = rl.Vector2Negate(particleSpeed[i])
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}
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}
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