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0answers
55 views

Calculate Orbit Path/Ellipse given mass, velocity, and distance (2body)

Calculate and draw the path of an orbit in a 2 body problem given the mass, current velocity, and distance of both bodies? We're working in Unity and will be using the default rigidbody.mass to start ...
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0answers
86 views

Create a 2D orbit trajectory like in angry birds space and a circular orbit

I am working on a 2D game, and I am working on adding some space physics : I need to find a way to create a circular orbit and an orbit like angry birds space ( the spiral trajectory ) . So there is 2 ...
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2answers
83 views

How do I keep my orbiting camera upright?

I am working on code that rotates the camera around a point on the in-game map when dragging the mouse. I understand how to lock it so it stays above the map surface. However, if I keep rotating the ...
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1answer
131 views

How can I implement simple object orbits in Game Maker?

I've seen a lot of tutorials for things like "fixed circular orbit" and "elliptical orbits" which end up never been what I actually want. I have two objects: oPlayer, and oPlanet. I am trying to ...
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1answer
176 views

How can make an object orbit a sphere in a random direction?

How can I move an object on a random orbital path around a sphere? I've created some objects at an initial position that is essentially a random point on the sphere offset by some distance (say, ...
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1answer
157 views

Homeworld style orbital camera concept [closed]

So I spent some time thinking of how I'm going to make a camera similar to what's used in Homeworld (a 3D space RTS, in which your camera can be rotated around your units to look at them from any ...
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vote
2answers
252 views

How can I compute the orbit of one body around another?

I'm attempting to have a planet (with a known mass and radius) orbit it's sun (also with a known mass and radius). It doesn't have to be 100% realistic, but it should be possible that the sun have ...
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1answer
401 views

XNA Zoom in/out on model instead of scaling the model

I'm trying to implement zoom in/out functionality into my game. I can change the cameraDistance value with the Z and X keys. Instead of zooming, it looks like the model is scaled smaller or larger ...
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3answers
13k views

Unity3D Orbit around orbiting object (transform.RotateAround)

The best way to explain this is I'm attempting to make a small model solar system (not to scale or anything complicated, just simple rotation as a learning exercise). There's a sun, a planet, and that ...
0
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1answer
112 views

Computing orbit direction depending on angle of approach

I'm trying to develop a simple 2D space game with no friction using corona-sdk. In the game, I have several planets which all applies forces to the player according to Newton's law of universal ...
8
votes
3answers
591 views

Avoiding orbiting in pursuit steering behavior

I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the ...
2
votes
2answers
851 views

adapting a Unity gravitational script to allow moons

I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies ...
3
votes
2answers
368 views

how to calculate intersection time and place of multiple moving arcs

I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object ...
6
votes
2answers
706 views

Elliptical orbit modeling

I'm playing with orbits in a simple 2-d game where a ship flies around in space and is attracted to massive things. The ship's velocity is stored in a vector and acceleration is applied to it every ...
3
votes
1answer
3k views

Orbiting a specific point - Orbiting Camera

How would I create a camera that with the mouse, it allows you to orbit around a specifc position, with the camera always facing that point? I would also like it to be able to always be at a constant ...