Actually all of them. Every step adds up the pull of every planet at the rocket’s current position. Realistic gravity made shots feel unfair, too weak a falloff made them feel floaty. I tried a few versions before landing on something in between.
Years ago I started building a game I had seen at a conference, played over telnet: you type an angle and a power, and the planets bend your shot.
I finally found the time to finish it with the help of AI. The basics, like the physics, were already there. Now it has nicer graphics and runs in the browser, on desktop and mobile.
Happy about any feedback, and glad to add more features.
I was thinking more of the learnings from building this multiplayer game: stud snapping, chunking, client-side prediction, baked geometry and a bunch of three.js lighting gotchas.
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