Space Travel Physics: Realistic 2D Simulation

AI Thread Summary
The discussion focuses on creating a realistic 2D space travel game using Lego models, emphasizing the importance of accurately simulating physics. The creator has developed a system that calculates acceleration by dividing mass by thrust but is uncertain about the best method to apply thrust in different directions. Two approaches are considered: using trigonometric functions to determine a new velocity vector or dividing thrust across the x and y axes to find an endpoint. Participants clarify that calculating the endpoint requires considering both acceleration and previous velocity, not just current thrust. The conversation highlights the complexities of simulating realistic motion in a 2D environment.
Noah J
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So, I have been designing a game that uses Lego models to create spaceships that you then maneuver on a floor and do battle with. And one of the goals of this game is to be as realistic as possible, within the limits of a 2D environment.

With that in mind, I have created a system that divides mass by (simulated) thrust to get acceleration. The only weird part is when you apply thrust in a different vector from the current one.

So my question is, is it best (I.E., most realistic) to work through the equation using trigonometric functions to calculate a new vector and velocity, or is it better to divide the thrust among the x and y-axis to get an end point, and then draw a line between the start and end points?

(Also, if I have totally messed up on anything, please correct me, it has been a while since physics.)
 
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Noah J said:
So my question is, is it best (I.E., most realistic) to work through the equation using trigonometric functions to calculate a new vector and velocity, or is it better to divide the thrust among the x and y axis
Where is the difference between the two things?
Noah J said:
to get an end point, and then draw a line between the start and end points?
The "end point" will depend both on the acceleration and the previous velocity, you cannot calculate it based on current thrust alone.
 
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