) the game applies forces to parts with a workspace gravity of 0.
I managed to create a temporary orbit by applying a bit of initial velocity to two parts, and by placing a larger part at the center. True orbit is technically possible, but I haven’t done the calculations to actually pull it off.
I’ve even created a situation in which one body crashes into another body, which eventually stabilizes into a sort of orbit given some time.
With the example place, it spawns random bodies which can create other cool effects.
Although not 100% accurate to real-world physics, it does come relatively close to a planetary effect.
This little demo is open source in case you want to try it out for yourself or just look around.
This is absolutely awesome, my man.
Are you also able to make the mass and density of a planet alterable in conjunction with gravitational pull?
Also, how much does this lag, if there is any in the first place?
Is this all zero-gravity, even for players?
You can slow it down by multiplying the force equation (locate where it multiplies the masses then divided by distance squared) by a smaller number. Realistically you would use the universal gravitation constant G (6.67 x 10-11 Nm^2kg^-2) but I believe in the simulation I actually speed it up.
If you want to just have it slowed down by a certain amount, just change the G in the equation to something less than what it currently is.