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Tom Rijnbeek
Programmer, game developer, coffee drinker
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Stable solutions for general orbits in games

Posted 22 April 2020 by Tom Rijnbeek in game physics

Using the power of maths, we solve any two-body orbital system for games without any decay.

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Solving Kepler's equation for elliptical orbits in games

Posted 18 March 2020 by Tom Rijnbeek in game physics

To solve elliptical orbits analytically, we need to be able to solve Kepler's equation. This post discusses two possible approaches.

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The math behind elliptical orbits

Posted 4 March 2020 by Tom Rijnbeek in game physics

Orbits are often not perfectly round, but rather elliptical. Elliptical orbits vary not just in distance, but also velocity, making the formulas all the more complicated!

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Implementing circular orbits analytically

Posted 19 February 2020 by Tom Rijnbeek in game physics

When updating an object in orbit every frame, you will slowly but surely accumulate an error compared to where you are supposed to be. This post looks at how to analytically calculate where a body is supposed to be.

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Errors in your game physics math

Posted 5 February 2020 by Tom Rijnbeek in game physics

The fact that we use fixed time steps in most game programming can lead to our actual solution deviating from our desired solution over time. This post explores how we can fix that problem.

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