Propagating Orbital Bodies in Unity Gaming Engine

For the past few months, we have been working on generating an orbital hierarchy of a solar system. We then took this abstract hierarchy and ascribed it with a set of Keplerian Orbital Elements. Finally, we used these orbital elements to build up hard position and velocity data for our orbital bodies. We now have everything we need in order to render and propagate these orbital bodies in Unity Gaming Engine.

Simplex Solar Hierarchies: Problem Specification

The "Solar Hierarchy" of a solar system in PISES describes how the various stars of an N-ary solar system arrange themselves. If this seems like it might be an unsolvable, n-body gravitational problem that would require warehouses full of supercomputers to model with even vague realism, it absolutely is. However, it turns out that most N-ary solar systems arrange themselves in such a way that can be simplified to a series of very manageable, idealistic 2-body problems.