travdoty's Recent Forum Activity

  • link updated

    Thank you. I didn't know how else to get a hold of you since the forum wouldn't go ahead and let me PM you directly yet since I just joined. If you don't mind, I may come back here to this thread to ask you questions if I need to, but this should be plenty for me to play around with.

  • >

    > > Easy.

    > > random(315, 360+45)

    > >

    > > Anything that takes an angle will be fine with that. Or if you want to keep it in range you can do:

    > > random(315,360+45)%360

    > >

    >

    > Forum won't let me PM you. I have a question about a reply you made on here back in 2014, found here viewtopic.php?f=147&t=97994&p=1128268#p1128268. Do you still have that CPX for gravity simulation? I'm making a game using 2-body orbital mechanics and would love to take a peek, but the dropbox link is down.

    >

    For the simulation, are you interested in a deterministic model, or a numerical approach?

    I.e. -- Do you want everything to be parametrically-determined parabolas, or do you need acceleration to be computed dynamically based on forces?

    Deterministic approach:

    https://www.simbucket.com/simulation/orbital-motion/

    Forces approach:

    https://www.simbucket.com/simulation/satellite-motion/

    If I correctly understand your question, the context of my game requires it to be the Forces approach. I will have dynamic mass, thrust, direction, etc for the player's ship. Best case scenario is this: I have a stationary star, some planets orbiting that star, and a few moons orbiting some of the planets. If a player could use their semi-customized ship (mass, thrust, throttle capability, etc will all be dynamic based on player choice) to leave orbit of the 'home' planet and rendezvous with another orbiting body that would be my goal.

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  • Easy.

    random(315, 360+45)

    Anything that takes an angle will be fine with that. Or if you want to keep it in range you can do:

    random(315,360+45)%360

    Forum won't let me PM you. I have a question about a reply you made on here back in 2014, found here viewtopic.php?f=147&t=97994&p=1128268#p1128268. Do you still have that CPX for gravity simulation? I'm making a game using 2-body orbital mechanics and would love to take a peek, but the dropbox link is down.

  • Here is an example of an orbit based on Newton's law of universal gravitation.

    https://dl.dropboxusercontent.com/u/542 ... orbit.capx

    Basically it means that the velocity of the moon is taken into consideration.

    Sorry for the thread necro. You wouldn't still happen to have this, would you?

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travdoty

Member since 17 Jun, 2017

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