I need to make few planets that produce gravity and a lot of objects that moves in that fields. I can't use Area2D because it's gravity not feels like real: I need a real gravity that depends on mass and squared distance.
So, my question is how to make it in adequate way? I thought about using groups: one for gravity sources and another for gravity receivers. Then I can iterate through group object to calculate and apply forces. I suggest, I should to use C++ for biggest performance.
Is it good way? Or can I do it in more simplier way? I need an advice about it.
How to realise a real newtonian 2d gravity with a lot of bodies without performance issues?