Timeline for How can I accurately simulate orbits in Unity?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 14, 2017 at 8:11 | history | tweeted | twitter.com/StackGameDev/status/820181647031205888 | ||
| Jan 14, 2017 at 3:26 | answer | added | Alejandro Guardiola | timeline score: 3 | |
| Sep 24, 2015 at 10:29 | vote | accept | Philipp | ||
| Sep 1, 2015 at 12:44 | comment | added | Philipp | @theonlygusti The popup says I can accept it "tomorrow". But don't let that stop you from contributing. | |
| Sep 1, 2015 at 12:43 | comment | added | user70223 | Whoops, I didn't notice that you answered yourself xP How long left until you can accept it? | |
| Sep 1, 2015 at 12:10 | comment | added | Philipp | @theonlygusti I want what I described in my own answer :). Actually, this is a proxy-question for someone whose question got closed before I could answer it. But when you think that you can add value by providing an alternative answer, feel free to post. | |
| Sep 1, 2015 at 12:05 | comment | added | user70223 | Do you want realistic gravity? Or pseudo-gravity which just makes the satellites orbit at a fixed distance from the planet? (ie. Do you want closer objects to spiral inwards and crash, or fast objects to be slung around the planet; that kind of stuff.) | |
| S Aug 31, 2015 at 17:26 | answer | added | Philipp | timeline score: 3 | |
| S Aug 31, 2015 at 17:26 | history | asked | Philipp | CC BY-SA 3.0 |