wording
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@ -11,14 +11,14 @@ Easy enough, you take what you know about classical mechanics and impart some fo
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Then you take little steps forward in time, applying some force due to gravity at every one.
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You consider applying forces from air resistance too, but then remember you're a physicist, and think better of it.
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Next, being in a simulation, you want to throw it a bit harder.
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Like, superhuman hard - let's throw this thing into orbit.
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Next, as you're in a simulation, you want to have some fun.
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You decide to throw it a bit harder - let's put this thing into orbit!
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You add a few zeroes to your initial throw and throw it straight ahead.
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To your dismay once the ball gets more than a few kilometres away it does something funny.
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To your dismay once the ball gets more than a few kilometres away it starts misbehaving.
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It stops moving smoothly and instead begins to jitter.
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Before long it's a complete mess, jumping from place to place and not really looking like it's been thrown at all.
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Digging into your simulation, you find you've been using single-precision floats.
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Digging into your simulation, you find you've been using single-precision floating points.
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A rookie mistake!
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You change them all to double-precision, and throw again.
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This time, the ball sails smoothly away, and you watch it disappear over the virtual horizon.
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@ -50,7 +50,7 @@ Kepler's laws make a simplification known as the two-body problem.
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Kepler's laws of planetary motion describe the elliptical path of a object in a stable orbit.
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This includes the paths of objects like the Moon and the International Space Station around the Earth, or the path of the Earth around the Sun.
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More complex systems, such as Sun-Earth-Moon or the entire Solar System can be modelled as a composition of several two-body systems, rather than the _n_-body systems they really are.
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This conveniently sidesteps the requirement to use approximate forces and therefore accumulate error over time.
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This conveniently sidesteps the requirement to use approximate forces and therefore the accumulation of error over time.
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The two body problem describes the motion of one body around another, or more precisely a common barycentre.
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In the case of one massive and one tiny object, the barycentre is approximately in the same position as the centre of the larger object and can therefore be ignored.
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In a two-body system, an orbit is perfectly stable and cyclical.
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@ -89,12 +89,16 @@ Part of the determination of a planet's position as a function of time is the ca
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![keplers-equation.png](keplers-equation.png)
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In this equation, _E_ is the eccentric anomaly, the goal of the computation.
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_M_ is the mean anomaly, which increases linearly over time.
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The mean anomaly of Earth's orbit increases by pi every six months.
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_e_ is the eccentricity of the orbit.
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Having no closed-form solution for _E_, the equation must be solved with numerical methods.
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A common choice is [Newton-Raphson](https://en.wikipedia.org/wiki/Newton%27s_method), a general-purpose root-finding algorithm which converges on successively better approximations through an arbitrary number of iterations.
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It is straightforward to understand and implement, but it has some major flaws for real-time physics simulation.
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For low-eccentricity orbits - those that are nearly circular - Newton-Raphson converges quickly in just a handful of iterations.
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However, when presented with an eccentric orbit, such as those of the [Juno probe](https://science.nasa.gov/mission/juno/), NM takes exponentially more iterations to resolve to a high-accuracy solution.
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However, when presented with an eccentric orbit, such as those of the [Juno probe](https://science.nasa.gov/mission/juno/), it takes exponentially more iterations to resolve to a high-accuracy solution.
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With a lower number of iterations, the calculated value for _E_ is erratic and inaccurate, completely unsuitable for a stable simulation.
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This presents a massive problem in a real-time system like a game.
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