Using the power of maths, we solve any two-body orbital system for games without any decay.
To solve elliptical orbits analytically, we need to be able to solve Kepler's equation. This post discusses two possible approaches.
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!
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.
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.