{"author_link": "/users/mshopf", "author_name": "mshopf", "author_uid": "mshopf", "comments": [], "epoch": 1534016849, "event": "LD42", "format": "md", "ldjam_node_id": 110511, "likes": 9, "metadata": {"p_key": "117834", "p_author": "mshopf", "p_authorkey": "1051901", "p_urlkey": "333848", "p_title": "Slow progress, but steady", "p_cat": "LDJam ", "p_event": "LD42", "p_time": "1534016849", "p_likes": "9", "p_comments": "0", "p_status": "WAYBACK", "us_key": "1051901", "us_name": "mshopf", "us_username": "mshopf", "event_start": "1533859200", "event_key": "73", "event_name": "LD 42"}, "node": {"_collation": {"body_sanitizer": "TextUtils::SanitizeHTML via existing importer", "event": "LD42", "removed_author": false}, "_superparent": 97793, "_trust": 3, "author": 51901, "body": "As I already mentioned in [my first post](/events/ludum-dare/42/$99052/my-go-at-ld42), I wanted to create a Space Billiard game related to the Hitchhiker's Guide. That means n-body calculations, collision, path anticipation, etc. that's not included in typical game engines, let alone in HTML ones. Progress has been slower as anticipated, I don't really have a game here, but some technology prototype that already starts to make fun (well, mostly because of the typical weirdness of non-polished sandboxes...)...\n\n![timelapse.gif](///raw/dba/c/z/159a3.gif)\n\nThe browser has to do some heavly lifting, calculating 10 or more n-body gravitational effects for a 1000 timesteps, 60 times a second... :blush: I'm astonished, that this actually works...", "comments": 0, "created": "2018-08-11T19:40:58Z", "files": [], "files-timestamp": 0, "id": 110511, "love": 9, "love-timestamp": "2018-08-11T20:46:15Z", "meta": [], "modified": "2018-08-11T20:46:15Z", "name": "Slow progress, but steady", "node-timestamp": "2018-08-11T19:47:29Z", "parent": 99052, "parents": [1, 5, 9, 97793, 99052], "path": "/events/ludum-dare/42/space-billiards/slow-progress-but-steady", "published": "2018-08-11T19:47:29Z", "scope": "public", "slug": "slow-progress-but-steady", "subsubtype": "", "subtype": "", "type": "post", "version": 309963}, "node_metadata": {"n_key": "110511", "n_urlkey": "333848", "n_parent": "99052", "n_path": "/events/ludum-dare/42/space-billiards/slow-progress-but-steady", "n_slug": "slow-progress-but-steady", "n_type": "post", "n_subtype": "", "n_subsubtype": "", "n_author": "51901", "n_created": "1534016458", "n_modified": "1534020375", "n_version": "309963", "n_status": "WAYBACK"}, "source_url": "https://ldjam.com/events/ludum-dare/42/space-billiards/slow-progress-but-steady", "text": "As I already mentioned in [my first post](/events/ludum-dare/42/$99052/my-go-at-ld42), I wanted to create a Space Billiard game related to the Hitchhiker's Guide. That means n-body calculations, collision, path anticipation, etc. that's not included in typical game engines, let alone in HTML ones. Progress has been slower as anticipated, I don't really have a game here, but some technology prototype that already starts to make fun (well, mostly because of the typical weirdness of non-polished sandboxes...)...\n\n![timelapse.gif](///raw/dba/c/z/159a3.gif)\n\nThe browser has to do some heavly lifting, calculating 10 or more n-body gravitational effects for a 1000 timesteps, 60 times a second... :blush: I'm astonished, that this actually works...", "title": "Slow progress, but steady", "wayback_source": []}