Orbital Mechanics
Orbital mechanics is the simulation's foundation. All object positions and velocities are computed from orbital state, then translated into Bevy world-space coordinates.
Tether System
The space tether is modelled as a chain of rigid bodies connected by joints, simulated using Avian3D physics.
Camera System
The orbit camera allows the user to inspect orbital objects from any angle in both the 3D scene view and the orbital map view.
Time Warp
The WorldTime resource controls both the current simulation epoch and how quickly simulation time advances relative to real time.
Floating Origin
Orbital distances are enormous — low Earth orbit is roughly 400 km altitude, geostationary orbit is ~36,000 km. Bevy (and most game engines) use 32-bit floats for world-space transforms, which have insufficient precision at these scales.