Uploaded May 2019 | Updated September 2026, 2 hours ago
This particular engine has 100 objects and is useful for understanding the formulae that underpin larger n-body simulations.
The excel file can be found here: github.com/s0lly/NBody-Simulation-in-Excel - everything is based in excel formulae with minimal VBA code for running the engine, so hopefully it will be easy to understand and follow.
A tutorial for this excel file (and how to create similar types of files) can be found here: youtu.be/_BtCyazVPg4
Please let me know how if you have any suggestions on how I can improve things, and if there are any other topics you would like me to explore in Excel!
Acknowledgements:
Music by Eric Skiff, song "All of Us" for the intro and "Arpanauts" for the main sequence. (Available at EricSkiff.com/music)
This particular engine has 100 objects and is useful for understanding the formulae that underpin larger n-body simulations.
The excel file can be found here: github.com/s0lly/NBody-Simulation-in-Excel - everything is based in excel formulae with minimal VBA code for running the engine, so hopefully it will be easy to understand and follow.
A tutorial for this excel file (and how to create similar types of files) can be found here: youtu.be/_BtCyazVPg4
Please let me know how if you have any suggestions on how I can improve things, and if there are any other topics you would like me to explore in Excel!
Acknowledgements:
Music by Eric Skiff, song "All of Us" for the intro and "Arpanauts" for the main sequence. (Available at EricSkiff.com/music)







![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)


