Prominent
Hmm, tried it and seemed to do something similar to what I was having trouble with before.
Since I'm working with particles, everything is considered circular.
Here's the capx I'm working on if you'd like to have a look at it. It's completely un-optimized, and incredibly rudimentary, so be ready for that.
https://www.mediafire.com/?1mtseq1sjstesb3
Edit:
Wow. Tested something just then, and it worked. Mathematically, this formula would describe each particle's velocity if mass was equal:
v = A.vel - (total magnitude of velocity) * ('polarity')
Polarity meaning whether it is positive or negative.
∴ v = A.vel - (|A.vel|+|B.vel|) * (A.vel / |A.vel|)
This works for perfectly straight collisions of objects with equal mass. Currently figuring out how to add mass into it.
Edit: must have been imagining it. Doesn't do anything at all.