A new version of this scenario was uploaded on 2016-05-14 15:43:23 UTC
0.0.1:
-Black background
-Fading trails
-Color changes
A new version of this scenario was uploaded on 2016-05-15 23:46:21 UTC
0.1:
-Toggle light / dark
-Planet adder
-Color tweaks
A new version of this scenario was uploaded on 2016-05-21 13:55:17 UTC
0.2:
-Auto-scrolling
-Two trails
-"O" instead of "pNEW"
-Bug fixes
A new version of this scenario was uploaded on 2016-05-22 17:29:39 UTC
0.3:
-Made slider logarithmic
-Trails togglable
-Auto-scroll togglable
-Indicators
-Bug fixes
A new version of this scenario was uploaded on 2016-05-28 15:11:18 UTC
0.3.1:
-Added clear button
-Added orbit on user scroll
-Added play / pause
-Added scrolling
-Tweaks
-Bug fixes
A new version of this scenario was uploaded on 2016-06-03 17:30:49 UTC
0.3.2:
-Added start screen
A new version of this scenario was uploaded on 2016-06-13 21:51:56 UTC
0.3.3:
-Planet selection
A new version of this scenario was uploaded on 2016-06-16 18:29:54 UTC
0.4:
-Added planet naming
-Added changelog
-Added FPS counter
-Default mass to 1
-Tweaks
A new version of this scenario was uploaded on 2016-07-09 17:10:18 UTC
0.5:
-Added zooming
-Planet removing
-Easier planet adding
-Removed scrolling
-Tweaks
A new version of this scenario was uploaded on 2016-07-10 17:18:38 UTC
0.5.1:
-Bug fixes
A new version of this scenario was uploaded on 2016-07-11 17:22:31 UTC
0.6:
-Added barycenter
-Tweaks
Do you mean the trails or the actual movement of the bodies? The trails are just lists of points that are connected by the world (not the best solution and I probably will do something about that).
A reason that they can be choppy in 0.5 zoom is because the points are integers while 0.5 is not. When I programmed the trails I didn't think I would make a zoom function.
A new version of this scenario was uploaded on 2016-07-16 16:29:09 UTC
0.6.1:
-Added show / hide
A new version of this scenario was uploaded on 2016-07-18 21:14:52 UTC
0.6.2:
-Tweaks
-Bug fixes
A new version of this scenario was uploaded on 2016-07-19 19:23:43 UTC
0.6.3:
-Added zoom slider
-Bug fixes
A new version of this scenario was uploaded on 2016-07-21 17:55:07 UTC
0.6.4:
-Bug fixes
A new version of this scenario was uploaded on 2016-07-22 15:20:12 UTC
0.7:
-Added grid
-Made zoom higher
-Trails longer in zoom
-Bug fixes
A new version of this scenario was uploaded on 2016-07-23 17:31:25 UTC
0.7.1:
-Made grid togglable
A new version of this scenario was uploaded on 2016-07-24 22:25:13 UTC
0.7.2:
-Sliders easier to use
The reason you would use the runge-kutta method is so you can approximate the new location of the planets better. The book "Physics for game programmers" by Grant Palmer has a really good explaination for why you should use the Runge-Kutta method for approximation in a scenario like this. I am going to be using this in my own orbital simulation soon.
2016/7/12
2016/7/12
2016/7/12
2016/7/25
2016/7/26
2016/7/26
2016/8/1