- #1
cephron
- 124
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(Skip to the * mark if you would like to see my question without the background)
Hi,
I'm trying to write a turn-based computer game which simulates space combat at relativistic speeds, but I'm a beginner at programming and I don't know much physics beyond the high school level. The game consists of spacecraft flying through a 30 lightyear-by-30 lightyear 2-dimensional space roughly reminiscent of the Local Cloud, trying to destroy their opponents while dealing with the lightspeed delay and a realistic simulation of the ship's inertia and the gravity of nearby stars.
*
My current inertia-and-gravity simulation is based on the velocity verlet algorithm ( http://en.wikipedia.org/wiki/Velocity_Verlet#Velocity_Verlet ), which is purely Newtonian. Obviously, this won't do, because this puts no limit on the speeds ships can attain.
I think converting the whole simulation to general relativity would be completely above my head. I'm wanting to know if there's any simple or medium-difficulty way of simulating a lightspeed limit of the velocity of the ships - without losing kinetic/potential energy - that can be integrated into the velocity verlet algorithm.
Any help would be most welcome!
(If this is outright impossible for some obvious reason, I apologize for the blatant ignorance!)
cephron
Hi,
I'm trying to write a turn-based computer game which simulates space combat at relativistic speeds, but I'm a beginner at programming and I don't know much physics beyond the high school level. The game consists of spacecraft flying through a 30 lightyear-by-30 lightyear 2-dimensional space roughly reminiscent of the Local Cloud, trying to destroy their opponents while dealing with the lightspeed delay and a realistic simulation of the ship's inertia and the gravity of nearby stars.
*
My current inertia-and-gravity simulation is based on the velocity verlet algorithm ( http://en.wikipedia.org/wiki/Velocity_Verlet#Velocity_Verlet ), which is purely Newtonian. Obviously, this won't do, because this puts no limit on the speeds ships can attain.
I think converting the whole simulation to general relativity would be completely above my head. I'm wanting to know if there's any simple or medium-difficulty way of simulating a lightspeed limit of the velocity of the ships - without losing kinetic/potential energy - that can be integrated into the velocity verlet algorithm.
Any help would be most welcome!
(If this is outright impossible for some obvious reason, I apologize for the blatant ignorance!)
cephron