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hello and welcome to programming balls part 2 and in this video were going to be looking at extending the circle versus circle engine we developed in part 1 to deal with circle versus edges and what well see in this video is thats actually not a big leap in fact were going to come up with a way of treating edges as if they were circles and Ill also be looking at changing the timing method of the simulation to make it more accurate so just in case you havent seen part 1 and I really recommend that you do because Im not going to cover all of this code again we ended up with a program that looked like this and we could pick up a ball and we can see it deals with what are called static collisions static resolution is where the balls push each other out the way so they dont interfere with each other and we also implemented a queue where we could give the ball some velocity and watch them all interact with each other and this was the dynamic resolution and so this video is just goin