particle collision gefixxt aber physics are wrong and there are weird jitters

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2026-05-10 22:25:04 +02:00
parent ae09f78b9d
commit d03e38b9f0
+1 -1
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@@ -105,7 +105,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
// Jede Goroutine arbeitet nur auf Index i → kein Datenkonflikt // Jede Goroutine arbeitet nur auf Index i → kein Datenkonflikt
for l := 0; l < particleCount; l++ { for l := 0; l < particleCount; l++ {
if rl.CheckCollisionCircles(particleList[i], *particleRadius, particleList[l], *particleRadius) { if rl.CheckCollisionCircles(currentPositions[i], *particleRadius, currentPositions[l], *particleRadius) && !(l == i) {
particleSpeed[i] = rl.Vector2Negate(particleSpeed[i]) particleSpeed[i] = rl.Vector2Negate(particleSpeed[i])
} }
} }