Orbital simulation has always been my "Hello World" for any initial coding efforts in new and unfamiliar graphical environments. Certainly not to the precision detailed in the video, but did allow me to grasp the basic of new rendering methods. This explains why my github and temp project directories are filled with solutions named orbs, spheres, gravity, circles, planets, and others.
Thanks. I watched a few snippets of the video but I hate video. It did look like it would have been an interesting blog post but no way I am sitting thru that.
I'm vaguely familiar with explicit and implicit Euler from game physics, but I'd rather just see the graphs of the top 10 most popular integrators, with a small description of how they work, then see the equations and try to reconstruct the graphs in my head.
Orbital simulation has always been my "Hello World" for any initial coding efforts in new and unfamiliar graphical environments. Certainly not to the precision detailed in the video, but did allow me to grasp the basic of new rendering methods. This explains why my github and temp project directories are filled with solutions named orbs, spheres, gravity, circles, planets, and others.
https://en.wikipedia.org/wiki/Symplectic_integrator
Thanks. I watched a few snippets of the video but I hate video. It did look like it would have been an interesting blog post but no way I am sitting thru that.
I wish they had graphs like this article https://en.wikipedia.org/wiki/Numerical_methods_for_ordinary...
I'm vaguely familiar with explicit and implicit Euler from game physics, but I'd rather just see the graphs of the top 10 most popular integrators, with a small description of how they work, then see the equations and try to reconstruct the graphs in my head.