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On Wed, 05 May 1999 17:04:41 -0500, Ben Birdsey
<bbi### [at] unlgrad1unledu> wrote:
<snip>
> 2) The other issue is the issue of realism. In a lot of
> particle simulations, you don't really care if the
> simulation cheats a bit on the physics. You just
> want it to look GOOD. But Peter wants to simulate
> something real, and something we all know. So if he
> runs the simulation and Mercury falls into the Sun
> he's in trouble!
I will actually model a twin star planetary system. I am planning to
use a particle system to illustrate how a black hole "sucks mass" from
a star that passes nearby. I will also, do a particle system with
collision detection in addition to gravitational forces, and have some
laugh watching rubber stars knock each other in space. Last thing I am
planning is to put a camera on the moon, point it at Earth, and do a
dizzling roller-coaster-style animation that will make you all sick
for a month :)
<snip>
> Actually computing the paths of the planets this way
> is really only good if you want to see the TINY effect
> that the Sun has on the orbit of the Moon, or the REALLY
> TINY effect that all the other planets have on the orbit
> of Mercury.
How about Charon's effect on Pluto?
> With even 10 objects the rendering time is so much longer
> than the computation time that it just doesn't matter, but
> I wonder what happens when you start tossing in all those
> moons and a few asteroids ...
NumCalcs = NumObj^2. I might get along with 100, maybe even 250
objects. More will be overkill.
>
> This really is a cool topic. Maybe we could start a thread on simulation
>issues or something!
>
> Until that Day,
> Ben
All the best,
---------
Peter Popov
ICQ: 15002700
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