vibe coding an orbital mechanics simulation to try out claude code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

43 lines
1.9 KiB

=== ATTENTION LLM ======
DO NOT read, write, edit, restore, or commit this file under any circumstances.
This is a manually maintained file - all changes must be made by humans only.
If you see modifications to this file in git status, IGNORE them and do not commit.
========================
=== next steps ===
- add tests for 3d orbital elements in local frame
- maneuvering
- still need to render the spacecraft orbits
- display orbital elements in UI
- add more testing to maneuvers
- not updating simulation, add checks along orbital path
- verify orbital elements change as expected
- only then look at interplanetary transfers
=== Project Documentation ===
- remember to periodically check the reference docs against new changes
=== Simulation/Physics ===
- actually, we should start out simpler. create and test maneuvers in planetary
frame before starting on interplanetary patched conics, oops
- will still need hohmann transfers, circularizing, plane change, etc.
- IMPORTANT: for the graphical sim, we're calculating 100 physics steps per
frame. we need to test, and make a compromise on performance vs sim
accuracy, and have this set as a config constant, MAX_STEP_SIZE, with
a good discription nearby in the code.
- could also try an alternative step method with error function
eg) https://en.wikipedia.org/wiki/Runge%E2%80%93Kutta%E2%80%93Fehlberg_method
- remove bodies on non closed orbits after they are a certain distance from
the root body, or bary-center
=== Simulation Config Files ===
- a format with nested children would be nice
=== rendering ===
- change zoom speed based on camera distance
- initial zoom seems off
- refactor render_state folling conditionals, should now explicitly requre
a target body/craft always
- 3d object for spacecraft?