Insights Orbital Mechanics in Unity Game Engine for Augmented Reality - Comments

AI Thread Summary
The discussion centers around a new PF Insights post by Greg Bernhardt that explores the application of orbital mechanics within the Unity game engine for augmented reality. Key highlights include an emphasis on the importance of scaling factors in program design, which are interdependent and require careful consideration. Participants share their experiences with Unity, noting a simulation of Challenger Deep that allows users to navigate the canyon using Oculus Rift and Android tablet implementations. Comparisons are made to a similar project developed in C++ with OpenGL, utilizing the Velocity Verlet integration method.
Russell Patterson
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Greg Bernhardt submitted a new PF Insights post

Orbital Mechanics in Unity Game Engine for Augmented Reality
unity_orbital_mechanics.png


Continue reading the Original PF Insights Post.
 

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Great insight! I especially liked the description of scaling factors and how they a codependent on one another requiring a more nuanced program design.

Unity is awesome, we did a unity simulation of Challenger Deep where the user could fly through the canyon using an Oculus Rift for one implementation and similar code for an Android tablet implementation.
 
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