![]() ![]() So technically it IS possible currently, just much harder than what it will be when SPH is put to use :-) (and also it really pulls on computer resources, but I don't see how using SPH will do this any less)įeel free to correct, when you feel it appropriate. It's all about making the disk yourself :-) Though in this case, it doesn't model the gasees collapsing into a disk because of the conservation of angular momentum, as stated above, and that's why I say it's not proper, because it starts a few million years after that occurs, in a planetary system's formation. But the way you make it isn't exactly.proper. Originally posted by SpacePioneer:I'm sorry to "correct" a dev, but have a young M-dwarf system running on US2 right now. So technically it IS possible currently, just much harder than what it will be when SPH is put to use :-) (and also it really pulls on computer reources, but I don't see how using SPH will do this any less) I'm sorry to "correct" a dev, but have a young M-dwarf system running on US2 right now. planets.įor some examples of fluid dynamics, using the discretization method called Smoothed Particle Hydrodynamics, see The slightly longer explanation is that we are adding fluid dynamics, which allows us to model a gas cloud collapsing and spinning up (due to conservation of angular momentum) flattening out to a disk and condensing into lumps of material, i.e. That's why i think for the short term at least or maybe just as one of the "magic" things like negative gravity, it would be nice to set the gravity of an object without changing it's mass, for doing simulations or just messing around or wanting to see celestial bodies collide because it takes ages for Gravity to do it's thing.Īnd the problem with the current gravity setting (IE setting the entire sim's gravity to 10) is that it also increases velocity and the gravity of the star, it doesn't discriminate, which means overall nothing really changes.Originally posted by Greenleaf:Currently no. ![]() Yeah i bet, you can't just have infinite particles with their computations without lagging. We wrote a blog post about this issue a few years ago, and it's still one of the largest limitations in any kind of gravity simulation. ![]() ![]() When simulating gravity, the more objects there are in the simulation, the more computationally intensive it will be to compute the gravitational interactions between them. You can read more about what we are working on in our 2023 Roadmap. However, we are actively working on improving our physics simulation first, like moving our simulation to Unity's Data Oriented Technology Stack (DOTS) framework. We would like to improve how we simulate fragments and smaller objects colliding, like in a protoplanetary disk, in the future. Originally posted by bshapiroalbert:Thank you for the suggestion. ![]()
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