not sure what I changed here, but shit is changed. committing.
added basic test, starting to look at dot products
basic implementation working, needs multiple steps to handle multiple intersections
need better intersection
huh weird effect, kinda cool
weird bug
added a renderer, got basic simulation working - no collisions yet
added repulsion from the surface normal of walls, helps with keeping the particles from sticking as if walls were rails.
intersection function is broken in an awesome way
adding particles like a sparkler
whatever with simple
intersections are being calculated properly, now they need to be handled properly
extended wall collision tolerance, simulation is very stable now
modified mouse and gravity for more pleasing results, created vector.copy() and .setVelocity()
now we are projecting, but not reflecting yet
implemented reflection from walls with wall friction and particle restitution
reorganized, then modified particle.contain() to eliminate contained velocity as well as position
updated particle.createRandom() to include a spread value
implemented lastValidPosition so renderer can draw valid positions and integrator can continue to integrate with accurate velocities
implemented remaining velocities... frankly it seems unnoticable and just increases complexity so going to remove, simplify collisions to bouncepoint each frame