Circle-circle collision assumes equal mass regardless of radius; no per-entity mass field yet
Context
Implementing circle-circle collision resolution (physics roadmap step 4) needed an impulse-resolution formula. The general textbook formula includes per-body mass and rotational terms (moment of inertia, angular velocity) that this engine doesn't model at all.
Options considered
Decision
collision.resolve treats all entities as equal mass; positional separation is split evenly (50/50) between the two entities regardless of radius.
Verification
Unit test asserts the exact textbook fact -- two equal circles meeting head-on with equal and opposite velocity must exactly exchange velocities -- which would fail immediately if the impulse sign or magnitude were wrong.
Consequences
Larger entities don't feel heavier in collisions yet. Adding a mass: Float field to Entity and threading it through collision.resolve is a natural, bounded follow-up once the game design actually calls for it.