A cylindrical emitter projects an upward antigravity field. Inside its radius the
field partially or fully cancels gravity depending on strength; outside, normal
gravity pulls objects back down onto the platform.
a_y = -g + fieldStrength * g * exp(-(r/R)^2)
v += a_y * dt; v *= damping
y += v * dt (clamped above floor)
- Field ON/OFF — toggles the antigravity emitter completely.
- Field strength (g) — multiple of normal gravity the field cancels; above 1.0 objects accelerate upward.
- Field radius — horizontal reach of the field from the emitter's central axis.
- Damping — velocity retained per frame, modelling air resistance/eddy losses so objects settle instead of oscillating forever.
- Object count — number of independent test bodies scattered on the platform.
This toy field is the standard way simulations, VFX and game engines fake "antigravity"
zones (tractor beams, low-gravity training rooms) — a radial upward acceleration that
locally opposes or overwhelms Earth's
g = 9.8 m/s².