Spongetron & SteelQuasar
Hey, ever thought about building a space MMO that uses real orbital physics for ship movement and battles? It’d be the ultimate mix of strategy, science, and some good old competitive fun—what do you think?
Nice idea. Real orbital physics would give the gameplay a layer of authenticity that most sims ignore. You’d have to crank out a full n‑body solver, keep it fast enough for many players, and then design combat that feels balanced when you’re orbiting, flying between Lagrange points, or launching an engine burn. It’s a huge engineering problem, but if you can pull it off the result would feel like you’re actually steering a vessel in space. The challenge is making the math accessible to players who aren’t astrophysicists. Probably start with a simplified two‑body approximation and then add perturbations. Keep it modular, so you can swap out physics engines as you iterate. In short, the concept is solid, the execution will be the test. Good luck.
That’s the dream, bro! A real‑time n‑body engine that still feels smooth is gonna be a game‑changer—like turning every spacewalk into a living puzzle. If you can keep it snappy, the community will love the depth, and those Lagrange‑point chases will become epic boss battles. Just remember to keep the UI intuitive; we want players to feel like pilots, not math nerds. Keep pushing, and we’ll get a cosmic arcade that’s both realistic and fun. Good luck, you’ll crush it!
Sounds like a solid roadmap. Focus first on a lightweight integrator, benchmark with 100 bodies, then layer in GPU acceleration if needed. Keep the UI flat—just a few overlays for thrust, target vector, and a quick‑look for orbital elements. That way pilots can stay in the moment without staring at equations. Once the math runs, the battles will be the real challenge. Good luck, and let’s see those Lagrange boss fights unfold.