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best way to make something orbit

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ok here is my question... I have a starfield that has 300 or so stars put in random positions within a cube of space. I want to place planets orbiting those stars. I see two ways of doing this, 1) Modifying the world matrix Normal world matrix for stars Scale*Rotate*Position Planet Matrix Scale*Rotate*OrbitDistance*OrbitRotation*Position 2) Calculating the position externally and just updating its position manually Planet Position X = (Cos(OrbitRotation)*OrbitDistance)+StarPositionX Planet Position Y = (Sin(OrbitRotation)*OrbitDistance)+StarPositionY Planet Position Z = (Sin(OrbitRotation)*OffPlane)+StarPositionZ or somesuch both of these should yield an orbit, would there be an atvantage to one over the other? oh I should also say I have experimented with dynamic orbit with gravity but it takes alot of tuning to get a stable orbit. [Edited by - Ebola0001 on August 10, 2008 4:43:54 PM]

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I'd recommend option (2) for its simplicity, especially since it doesn't incur any speed or efficiency penalties over that of (1). With the second, your planets' coordinates are already in universe-space, so I suppose it can save you some recalculation.

And yes, if you don't want a true physics simulation, then don't create one.

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