Space Travel Physics: Realistic 2D Simulation

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SUMMARY

The discussion centers on creating a realistic 2D space travel simulation using Lego models for a game. The developer has implemented a system that calculates acceleration by dividing mass by thrust. The main inquiry is whether to use trigonometric functions to determine new vectors and velocities or to divide thrust between the x and y axes to establish an endpoint. The consensus indicates that calculating the endpoint requires considering both acceleration and previous velocity, rather than relying solely on current thrust.

PREREQUISITES
  • Understanding of Newton's Second Law of Motion
  • Basic knowledge of vector mathematics
  • Familiarity with trigonometric functions
  • Experience with 2D game physics simulation
NEXT STEPS
  • Research vector addition and resolution techniques in physics
  • Explore the implementation of trigonometric functions in game development
  • Study the effects of acceleration on velocity in 2D simulations
  • Learn about physics engines suitable for 2D game development, such as Box2D
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Game developers, physics enthusiasts, and anyone interested in creating realistic simulations in 2D environments.

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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