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Yeah one of my biggest regrets was not making checkpoints/goals clearer, especially since some require multiple bodies to hit them while others only need one. If i work on it in the future I'll definitely add a sort of start-of-level description like poly bridge has. 

I hadn't considered alternatives to grid/non grid position/velocity snapping but it would be super cool if once you placed a body the velocity could snap into place (maybe by holding control or some other button) to the nearest velocity that establishes a stable orbit. And then maybe an alternative grid that is radial rather than rectangular with the origin at the current center of mass of the system, or a given selected body or bodies.

And since you seemed interested in the implementation, I used a method i found described here: https://en.wikipedia.org/wiki/Numerical_model_of_the_Solar_System#Integration, where it seems better than a standard leapfrog integration, but not as expensive as Runge-Kutta. I also calculate all the bodies' updated positions first and then update them all after so that symmetrical setups don't break as quickly.

So it’s basically using the midpoint method? I’m not sure if RK4 is particularly expensive but it’s a bit more of a pain to implement than these explicit methods. Implicit methods are nice though because they handle numerically stiff problems without exploding, and can usually do much larger step sizes.

In any case, you guys did a pretty good job with it =D