{"repo":"ivanoovii/GDCelestial","free":true,"listed":false,"github":"https://github.com/ivanoovii/GDCelestial","clone":"git clone https://github.com/ivanoovii/GDCelestial.git","description":"Orbital mechanics in Godot","language":"C++","stars":17,"topics":["cpp","godot","orbital-mechanics","physics"],"license":"MIT","category":"game-templates","readme_excerpt":"GDCelestial Celestial physics implementation for Godot 4. Currently supported - [x] 2D conic sections. - [ ] 3D conic sections. - [ ] 2D N-body. - [ ] 3D N-body. Most of the math is done in generic base-classes, so 3D should be easy to implement. I hope... Stay tuned! Known problems The current implementation of a Kepler equation solver is far from optimal. Acknowledgments Based on gdextension template by Aaron Franke and Nathan Franke. Additional thanks to Bryan Weber for reference materials on Orbital Mechanics & Astrodynamics. See orbital-mechanics.space.","default_branch":null,"files":null,"tree":[],"storefront":"/r/ivanoovii","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/ivanoovii/GDCelestial/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}