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Kepler's equations now drive orbital motion

The second piece of news is very important. I finally mastered Kepler's equations of orbital motion and successfully applied them to the game's coordinate space. The unremarkable circle to the left of the star is a test planet moving precisely according to the data and the formula. This is a victory. Why? Kepler is not as simple as he first seems. The deeper you dig, the more problems you find. It was difficult. Using Newtonian calculations for stable objects is not an option. All the earlier tests showed that they were unsuitable for two reasons. The calculations are simple, but when dozens or hundreds of objects are involved, everything grinds to a halt. Also, rounding 64-bit numbers creates growing errors, and orbital parameters change, potentially causing catastrophic mistakes. We don't need that in our game. Overall, applying Keplerian motion to calculate celestial-body positions is one of the project's fundamental tasks, and it has now been solved. We will use Newtonian calculations for special cases, too, but those are details...

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