
Endless Orbits
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
This is mostly just a fun demo of N-body orbital mechanics, so while I have added some game mechanics you can ignore them if you want as it was done slightly last minute. The main thing is that you can watch how complex systems of satellites evolve over time. You can spawn more planets in, and even show the paths that they will follow over time. Right clicking on a planet will change the frame of reference to that planet so you can see just how weird orbits can get.
If you want to play the "game", you need to shoot chunks of a planet off into the solar system, trying to get them to reach infinity (cross the red circle). However, you only have a small amount of mass on the planet so how many objects can you get to escape, and how much mass can you send.
Warning, this is doing a fairly slow N-body orbital mechanics simulation so spawning too many planet will make things run slowly. This is especially true when future path prediction is enabled
WebGl build does not show background stars properly due to shader stuff, and probably runs poorly. I would recommend using a standalone build if possible.
Controls:
- Left click to fire a piece of the home planet
- Q/E move starting point to fire parts of your planet from
- Right clock to select a different planet to use as a reference
- Middle mouse/WASD/Arrow Keys to pan camera
- Scroll wheel to zoom
- Escape to bring up the menu
Made Using:
- Unity 2020.1.3f1
- Visual Studio
- Photoshop
There is probably some bugs, so let me know and I'll try to take a look.
If you want to play the "game", you need to shoot chunks of a planet off into the solar system, trying to get them to reach infinity (cross the red circle). However, you only have a small amount of mass on the planet so how many objects can you get to escape, and how much mass can you send.
Warning, this is doing a fairly slow N-body orbital mechanics simulation so spawning too many planet will make things run slowly. This is especially true when future path prediction is enabled
WebGl build does not show background stars properly due to shader stuff, and probably runs poorly. I would recommend using a standalone build if possible.
Controls:
- Left click to fire a piece of the home planet
- Q/E move starting point to fire parts of your planet from
- Right clock to select a different planet to use as a reference
- Middle mouse/WASD/Arrow Keys to pan camera
- Scroll wheel to zoom
- Escape to bring up the menu
Made Using:
- Unity 2020.1.3f1
- Visual Studio
- Photoshop
There is probably some bugs, so let me know and I'll try to take a look.