Collision's From a Ball to ???

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Much better to use the inbuilt collisions for this ... especially non-circular shapes. It will save you some major headaches .. trust me. Check out the code archives ... I think Sswift and Darkeagle have some code there to calculate the correct angle of reflection. These will be for 3d ..

These examples will not assume the velocity magnitude is preserved on collision which is physically correct. I guess you could normalise the resulting reflection velocities and multiply them by the speed you want to retain. I don't think it would look right though.