If I were to make two instances of the same type (circles), and have them bouncing off the corners of the screen they simply overlap each other if they cross paths.
Now if you were to create code for them to collide into each other. How do you define where they go after the collision? How do you define that they have reached a collision?
Since Ball:TBall is the same as another Ball:TBall - How do you compare two Ball:TBalls?
Now if you were to create code for them to collide into each other. How do you define where they go after the collision? How do you define that they have reached a collision?
Since Ball:TBall is the same as another Ball:TBall - How do you compare two Ball:TBalls?