Im using ofxBox2D for a small particle system, it’s super simple, but I’m running into sloowwwwnesss because of how I’m testing collisions.

So… I have 5 planets that are big and static (not ofxBox2d objects), these get collided into by the circles (ofxBox2DCircles), so this is how i check:

```
void ofApp::update() {
ofVec2f gravity;
gravity.x = ofxAccelerometer.getForce().y*-5;
gravity.y = ofxAccelerometer.getForce().x*-5;
box2d.setGravity(gravity);
for(int i=0; i<circles.size(); i++) {
for (int j=0; j<numPlanets; j++) {
if(planets[j].checkOn(circles[i].get()->getPosition())) circles[i].get()->addRepulsionForce(planets[j].pos, 4);
else circles[i].get()->addAttractionPoint(planets[j].pos, 0.01);
}
}
box2d.update();
}
```

How should i be doing it so it doesn’t run like a potato?

Thanks!