Have you ever thought that the computing speed of Vizzy is wayyyyyyyyyyy toooooooo sloooooow? That Vizzy is so much worse than KOS at doing numerical integration? Actually, there is a way to circumvent this problem, that is, recursion.
Looking back, I've never really used recursion in any language before because a loop is almost always better, but this is not the case with Vizzy. If you know how Vizzy is executed, you'll know that the execution time is almost entirely dependent on the number of instructions. What this means is that if you squeeze as many calculations into one line of code, you'll end up with a higher efficiency than if you spread the calculations over multiple lines of code. However, it is usually impractical to just write everything into one line because it would make the code impossible to understand while only incrementing the efficiency marginally.
Now the situation is completely different with Iteration because putting an iteration into one line would not affect its readability at all. How do you put an Iteration into one line? By using custom expressions. With RECURSION.
It is possible in Vizzy to have up to 97 recurrences before stack overflow (very rarely 98 depending on the program) and remember, that is all done in the time of one line of code! This means that you could speed up your calculation by almost 100 times! I've completed a calculation that ran for 34 seconds with iteration loops in just 0.45 seconds using this method. With this speed, real-time small step integrations become very practical and I'm looking forward to seeing much more accurately guided crafts.
Or maybe more games written in Vizzy.
EDIT: I just discovered that you could change both maxCallStackSize and maxInstructionsPerFrame in xml which would make this whole post pointless. : (
If you want your program to run fast, just set a high value for maxInstructionsPerFrame.
@s5ehfr9
Thank you for the help 😁