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8 thoughts on “Blog”

  1. Chris

    Hi,

    I can’t find a contact so I’ll try here…

    When I add a “Fixed Object” it moves to the origin and I can’t figure out why. I need it to be fixed where I place it, not at the origin.

    Thanks!

    Reply ↓
    1. musgrave.peter@gmail.com Post author

      I’ll try and make the contact email more visible: it’s nbodyphysics@gmail.com

      This sounds like a bug. Can you please send the version you are using and any other details (units, scale changes etc.) to the contact email and I’ll get back to you?

      Thanks!

      Reply ↓
  2. 윤성일

    tutorial 3 nbody collision absorb_envelop seems not work for me.
    is this an error? i’m using the latest version now.

    Reply ↓
    1. nbodyphysics Post author

      Looks like a bug. I’m seeing a bounce and not an absorb.
      I’ll take a look and get back to you by the end of the weekend.
      Thanks for reporting this.

      Reply ↓
  3. 윤성일

    Hello nice to meet you again
    I had a hard time making something like game but it was too hard for me…
    I want to make something like KSP maneuver planning – that if i add /delete multiple maneuvers by mouse dragging and trajectory is recalculated every time maneuver vector changes. Do you have any sample scene for this?

    Reply ↓
    1. nbodyphysics Post author

      Hi,
      There is a scene GettingStarted/InOrbit-Manual/ManualShipControlWithOrbitPoint. It allows a maneuver to be positioned at a future point in the orbit.

      I have been planning to do a demonstration scene with multiple future maneuvers, since I agree it is a good example. I will try and add that to the next dot release of GE.

      Reply ↓
  4. Stephen Perry

    Hello,

    I’m wondering if there are any future plans to for NBodyCollision to support working with 2D colliders (i.e. CircleCollider) and Rigidbody2D ?

    Thanks!!

    Reply ↓
    1. nbodyphysics Post author

      I don’t currently have any plans for that. I can take a look in the next week or two and see if it is straight-forward.

      Reply ↓

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