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DaveC426913
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Orbit Simulation logic
I'm building an Orbit Simulator (this is what I build every time I learn a new language). I'm looking for the pseudocode for calculating the acceleration.
I know the formula: G*m/(d2-d1)^2, I'm trying to figure out why I'd need the hypotenuse.
You see, I can calculate the accelX and accelY just from the x and y coords. Then I can udpate the x and y velocities, then I can update the x and y positions. Nowhere do I actually need to calculate the hypotenuse.
But this yields incorrect motion.
So, am I supposed to
1] calculate the hypotenuse from the x/y coords,
2] then figure out the acceleration as a single scalar value along the hypotenuse
3] then immediately reconvert the single scalar acceleration back into accX/accY?
I'm building an Orbit Simulator (this is what I build every time I learn a new language). I'm looking for the pseudocode for calculating the acceleration.
I know the formula: G*m/(d2-d1)^2, I'm trying to figure out why I'd need the hypotenuse.
You see, I can calculate the accelX and accelY just from the x and y coords. Then I can udpate the x and y velocities, then I can update the x and y positions. Nowhere do I actually need to calculate the hypotenuse.
But this yields incorrect motion.
So, am I supposed to
1] calculate the hypotenuse from the x/y coords,
2] then figure out the acceleration as a single scalar value along the hypotenuse
3] then immediately reconvert the single scalar acceleration back into accX/accY?
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