 1. ## Advanced Equations in MMF2

b28a11e799d17842f2b9bae2274a70c4.png

where:

F12 is the magnitude of the gravitational force between the two point masses,
G is the gravitational constant,
|m1| >0 is the (negative) mass of the first point mass (the minus is put out to show negative force; m1 is actually <0),
m2 >0 is the mass of the second point mass,
r is the distance between the two point masses.

Stuff like that to make a game realistic! Adding new and advanced equations for a game that involves true physics! How to start?  Reply With Quote

2. Instead of starting with an equation and asking us what to do with it, why don't you start by telling us what exactly you're trying do, and then we might be able to help.  Reply With Quote

3. Well ok! I'm working on a physics application to test different equations of my design!  Reply With Quote

4. Inputting these types of equations is the basis of the physics.  Reply With Quote

5. Here is a link http://en.wikipedia.org/wiki/Newton&#39;...al_gravitation

Assign counters to each (5 counters), counter nf12 is f12, counter nm1 is m1, (n is for newton and keeps them alphabetical) etc. Set the counters condition to always or when an event occurs.

nf12 = ng((nm1*nm2)/(nr*nr)) -- you might need an extra set of parenthesis. I think this will work.   Reply With Quote

6. Thanks!  Reply With Quote

7. While this will work, it'd be much more efficient to use Kepler's Laws rather than Universal Gravitation if you're having multiple bodies. Eliyahu uploaded an example of it ages ago; you can probably find it by searching.  Reply With Quote

8. I'll take a look!  Reply With Quote

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