Gravity Calculations, Attractors, and Game Physics.
Posted: 18.12.2003, 01:00
I'm working on a virtual model of gravity in a text based game simulation (MUD game that will have planets and stars), I'm curious about what matmatic formulas are used for proper orbital mechanics, at the very liest, an attractor setup and a system to calculate orbits in this system, also planetary and even galactic drift is an eventual goal. My system would be totally fictional, but I'd also like to be able to generate a galaxy map for Celestia, or Maya (which I am familiar with the file formats at this time, and currently use for output visualization) The desire is to have a static or dynamic snapshot of planets with Celestia to see how the system's working.
I am also considering adding a backup system utility to allow me to test out the addition of new systems on future or current galactic position.
This MUD is a text based one that uses a varient of the Forth programming language to do it's work. Forth concepts of math and sintax are applied to a language set that is specific to the server. 1 1 + equils 2, for example.
- Ice
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"Ramble ramble ramble, if only I could code as fast as I ramble." - Ice
I am also considering adding a backup system utility to allow me to test out the addition of new systems on future or current galactic position.
This MUD is a text based one that uses a varient of the Forth programming language to do it's work. Forth concepts of math and sintax are applied to a language set that is specific to the server. 1 1 + equils 2, for example.
- Ice
--------
"Ramble ramble ramble, if only I could code as fast as I ramble." - Ice