I’ve started building a game which uses planetary physics, which means I can’t use the default box2d gravity - I need to do the simulation of gravity and application of forces myself.
This means something like:
for each physics_affected_gameobject: determine force to apply from each planet apply calculated total force to gameobject
Is the message passing setup really the best way to do this, or should I be hacking into the physics engine hooks, or using some other mechanism?
I guess my question is “What’s the most efficient way to get properties of every game object at every time step?”
Thanks!