I can see it's potential, and the latest improvements are appealing, but for teaching programming to kids I think I prefer scratch. IMO The IDE looks friendlier, but things change quickly enough, so I'll keep an eye on processing.org. Thanks!
Well, that settles my doubts about Newton :)
I'll take a look. At the very least that could be an interesting reading.
As far as I know, kids need something fun/interesting/weird to catch their attention. Forcing knowledge IMHO is a huge mistake, but if they find stimuli around (a piano, hand...
Wow, I did not imagine something like that. Being something so important I thought it was already simulated many times.
Thanks for the link @PAllen. I think I'm beginning to understand my own ignorance.
Thanks @Vitro . Seems like you and @Drakkith are right, so I'm going to take the Newtonian approach, although I still don't know exactly how big is the Newton's "error", so I feel like I'm taking the easy path but not necessarily the right path.
Anyway, every engine part (gfx, physics, etc.)...
The answer to the original question ('How do programmers keep it all straight?') is simple: they (we) don't. We try, sure, we plan ahead (at least we should), and in the end we get it right (at least we should), but I've seen ghosts, if you get my meaning ;)
Making software is a process, and...
Thanks for your answers.
#2 My idea is not to process all the universe all the time. Using an influence radius for each body and computing only bodies influenced by those near the observer (the screen/camera) should optimize it enough for a RT simulation (at the cost of real accuracy, of...
Hi,
I'm trying to make a physics based game to teach my progeny about the universe. My first step will be to show how bodies gravitate around other bodies, and then model a solar system, a galaxy... simple things.
I could do it using Newton's laws, but I want to include things like black holes...