I'm making a billiards game in Java. I used this guide for collision resolution. During testing, I noticed that there is more velocity between the two collided pool balls after collision. The amount of extra velocity seems to be 0%-50%. About 0% on a straight shot and 50% on an extremely wide shot. I assumed that the combined velocities would remain the same. Is it my code or my understanding of physics that is wrong?
private void solveCollision(PoolBall b1, PoolBall b2) {
System.out.println(b1.getMagnitude() + b2.getMagnitude());
// vector tangent to collision point
float vTangX = b2.getY() - b1.getY();
float vTangY = -(b2.getX() - b1.getX());
// normalize tangent vector
float mag = (float) (Math.sqrt((vTangX * vTangX) + (vTangY * vTangY)));
vTangX /= mag;
vTangY /= mag;
// get new vector based on velocity of circle being collided with
float NVX1 = b1.getVector().get(0) - b2.getVector().get(0);
float NVY1 = b1.getVector().get(1) - b2.getVector().get(1);
// dot product
float dot = (NVX1 * vTangX) + (NVY1 * vTangY);
// adjust length of tangent vector
vTangX *= dot;
vTangY *= dot;
// velocity component perpendicular to tangent
float vPerpX = NVX1 - vTangX;
float vPerpY = NVY1 - vTangY;
// apply vector to pool balls
b1.setVector(b1.getVector().get(0) - vPerpX, b1.getVector().get(1) - vPerpY);
b2.setVector(b2.getVector().get(0) + vPerpX, b2.getVector().get(1) + vPerpY);
System.out.println(b1.getMagnitude() + b2.getMagnitude());
}