Uploaded May 2019 | Updated September 2026, 1 hour ago
This tutorial aims to demonstrate how Excel can be used to create an n-body simulation engine. 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.
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 demo. (Available at EricSkiff.com/music)
This tutorial aims to demonstrate how Excel can be used to create an n-body simulation engine. 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.
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 demo. (Available at EricSkiff.com/music)










![2D Game Engine in C++: [1] Adding Sprites
This is the first video documenting the making of a 2D Game Engine for use in my next series of games. These games will likely be a relatively wide array of 2D game types, so the engine needs to have a bunch of features to handle different situations without too much in the way of modification.
This first video shows the first step: drawing a single sprite to the screen, allowing for rotation and scaling of a single object around the centre of the screen.
This is actually my second try at a 2D game engine. The first game engine was great - but only as a first attempt. I learned a lot from the approach that I used, including making a game called AstroVoids -
but the key lesson was that of how not to do things, as the performance was very poor. This is because I was effectively using a per-pixel raycasting type approach on all screen pixels. I believe that the approach that Im using here is far less CPU intensive. Only time will tell!
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++: [1] Adding Sprites](https://i.ytimg.com/vi/d3LCJHOqBZg/mqdefault.jpg)