I don\'t see why time warping would be a problem with an N-body system. I mean, i\'ve been doing a little 2D simulator (before finding out kerbal ) with N-body physics and i can warp without problems. (the actual physics engine isn\'t mine, http://www.ifa.hawaii.edu/faculty/barnes/treecode/treeguide.html). If the elapsed time since the last frame is, say, 50ms, at 1x i advance the engine for those 50ms. If i want a speed of 2x i advance it for 100ms, 10x 500ms. Obviously computing more time requires more cpu time, so if i warp to 1000x the actual speed will be maybe 900x, but i don\'t think that\'s a problem. What matters is that the accuracy of the physics doesn\'t change with the warp speed, because the engine internally advances with steps of few ms. EDIT: now that i think about it i was wrong: the engine warp speed is not affected by the cpu time it takes, even if it is 100000000x. If the cpu is not fast enough it will just have fewer fps.