I was looking at the GravityController and noticed that the two types of forces are switched
switch (GravityType)
{
case GravityType.DistanceSquared:
f = Strength / r2 / (float)Math.Sqrt(r2) * body1.Mass * body2.Mass * d;
break;
case GravityType.Linear:
f = Strength / r2 * body1.Mass * body2.Mass * d;
break;
}
Also linear may as well be written:
f = Strength / r * body1.Mass * body2.Mass * d;
(r was previously declared)
Nitpicky, I know, but may as well keep it simple.
