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Category Archives: physics
Initial Scenario Environment, UI Update, Scaling, and Demo Schedule
I’ve uploaded a new video. The initial scenario in the demo will take place around a Neptune class planet (about 20 times the mass of Earth – approximate radius of 25,000 km) with an extensive ring system. The system star … Continue reading
Updated Control Scheme
As you can tell from the earlier videos movement in your suit was pretty ponderous. I was basing this on other spacesuit simulators and what I’ve seen on videos of actual spacewalks. After a lot of internal testing, frustration, and … Continue reading
PBS on the Physics of Space Battles
PBS short film on the Physics of Space Battles – some good points…
Reboot and some design thoughts
I’m working on TorchShips again in a very limited ‘as time permits’ mode. I’ll begin doing short updates on this site fairly regularly (bi-weekly or maybe monthly). At this point I’m mainly doing design work and some testing of the … Continue reading
Inspiration and why ‘Real’ Space Combat
I’ve played and enjoyed great games in the space combat sim genre – including the Wing Commander Series, TIE Fighter, X-3, and FreeSpace. But deep down I think we all know that these games aren’t really simulations of space combat … Continue reading
Posted in physics, space combat, tactics
Tagged design, inspiration, physics, space combat
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