Graph all the things
analyzing all the things you forgot to wonder about
2020-08-25
interests: little webgames
Use wasd or arrow keys to move, p to pause, n to reset/start a new game.
The brave people of Earth have equipped the whole planet with massive thrusters and entered a cage match with other planets. It was a decision that made sense at the time. See how long you can survive without colliding! Collect power ups to help your quest!
I originally made a game like this in late 2007. I found it intuitive and addictive, yet I've never seen another game with the same concept.
One interesting thought I had while recreating this: if object A has antigravity, it should repel B, but should B repel or attract A? The intuitive answer for me would be that B repels A as well, like two protons. But electric forces are based on the product of the charges of A and B, whereas gravitational forces (in Newtonian mechanics of course) are based on the product of masses. Since , negating A's mass actually negates the direction of A's acceleration as well, so the double-negation means that A is still attracted to B.
A physicist's take on the game:
I changed the controls to apply equally whether you're trying to accelerate in a straight line or a diagonal. Previously you actually accelerated times faster if you were accelerating on a diagonal. I originally felt this made sense since the playing field is a square, and it would mean accelerating from rest in one corner to any of the other corners took equally long. But now I see that doesn't make much sense; gravitation works in its normal, radially-symmetric way, so why should the controls be different? Now accelerating in a straight line is 30% faster and along a diagonal is about 10% slower.