Comment by andai
5 hours ago
You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.
5 hours ago
You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.
19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox.
20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.
20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).
https://coezbek.github.io/orbital-tap/
Unfortunately it doesn't let you skip planets.
It's still pretty far physically accurate because there is infinite acceleration the moment a ship reaches the target orbit.
True. Hard to square it being a game, fast-spaced and accurate.
I like this version of the game more, keep at it!
It's a gap, but not due to lack of trying.
I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.
Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
There's a 2014 game that is just that. Lim Rocket: slingshot around planets while also avoiding crashing.
https://dan-ball.jp/en/m/pc_lim/
Not really. Flight of Nova fills that gap, and I think I know how I'm going to spend this afternoon now.