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I dont suppose there is any chance you might post the code for this, please?
DaSilvor
"triple_r" <nomail@nomail> wrote in message
news:web.4895f19fe5f40d6fef2b9ba40@news.povray.org...
> Regarding the recent post in p.b.o-t about RK methods and n-body
> simulations,
> here's what happens if you use the tree method. See p.b.a. for animation.
> The
> simulation itself only took a couple hours up to this point with 30000
> particles.
>
> Again, it's not actually correct, but there's a threshold parameter that
> determines when calculating forces whether the ratio of the potential size
> of a
> node relative to the distance to that node is large enough that you need
> to look
> at the children more closely. If the threshold is zero then you look at
> the
> whole tree ( O(n^2) ); if it's too big you overlook a lot of detail ( O(n
> log
> n) ). Somewhere in the middle is apparently a good enough compromise to
> within
> a few percent. The force calculation is expensive enough that building
> the
> tree at each RK sub-time-step is very little overhead.
>
> There's a c program with an OpenGL interface if anyone's interested
> although
> I'll have to make a couple parameters more obvious before posting. Thanks
> for
> the fun idea!
>
> - Ricky
>
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