Hi everyone,
I’d like to share a physics-based concept I’ve been working on called the NKTg Law on Varying Inertia, and I’m looking for feedback from fellow game developers and physics enthusiasts.
🧠 What is NKTg Law?
In most game physics systems, inertia is treated as static — we apply forces to a rigidbody of constant mass. But what if mass could vary? And what if the rate of mass change played a role in the motion tendency?
That’s where the NKTg Law comes in. It proposes that the motion behavior of an object is influenced by:
p = m * v NKTg1 = x * p // position × momentum NKTg2 = (dm/dt) * p // mass change × momentum
Where:
xis position relative to a referencevis velocitymis mass (possibly changing over time)dm/dtis the rate of mass changepis linear momentum
🎮 Why This Might Be Useful in Games
In many game genres, such as:
- Space simulators (variable-mass ships, boosters)
- Physics-based sandbox games (like Kerbal Space Program)
- Planetary systems or orbital games
- Boss mechanics that change mass/state over time
...the NKTg quantities can be used to influence or even predict movement tendencies dynamically.
For example:
- If
NKTg1 > 0: The object tends to move away from equilibrium. - If
NKTg2 < 0: Mass change resists movement — like drag or fuel depletion.
🧪 Sample Pseudocode:
// Game update loop void updateObject(GameObject& obj, double dt) { double p = obj.mass * obj.velocity; double NKTg1 = obj.position * p; double NKTg2 = obj.massRate * p; // Interpret results (simplified) if (NKTg1 > 0) obj.movementBias = "divergent"; else obj.movementBias = "stable"; if (NKTg2 > 0) obj.massEffect = "supports motion"; else obj.massEffect = "resists motion"; }
This could even be visualized as a dynamic force feedback layer or used for procedural animation / trajectory deviation.
❓ Looking for feedback:
- Does this approach make sense in a game engine context?
- Could it be efficiently integrated with existing physics engines like Unity’s Rigidbody or Bullet?
- Would this be useful in procedural animation or space game mechanics?
I’d love to know if anyone here has worked on something similar — or if this sparks any ideas on how to use varying mass in gameplay or AI.
Thanks for reading!