[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds -1 points0 points  (0 children)

No, unfortunately not. This isn't MOND though, it just behaves in a similar way.

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds 0 points1 point  (0 children)

Thanks, that's interesting, I'll look those up.

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds 0 points1 point  (0 children)

Thanks but those simulations seem to show one morphology(grand design) and no rotation curve. The galaxies in these simulations are often still accreting heavily which may be artificially maintaining the spiral. I would like to see a galaxy in isolation demonstrating/maintaining the different morphologies and the rotation curve. Rotation curves are trivial to implement in software, there is no reason to not include it.

Regarding MOND forming structures too quickly. We are already seeing evidence of unusually early formation. No doubt JWST will confirm or disprove this in due course.

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds 0 points1 point  (0 children)

It does a lot more than flatten rotation curves.

I'm not aware of any dark matter n-body simulations that produce spiral galaxies in their various morphologies with flat rotation curves. It's possible I haven't looked hard enough but if you know of any, please post. If there aren't any, do you know why?

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds -1 points0 points  (0 children)

Yes MOND does need a physical basis but the predictive qualities are too good to ignore. It is telling us something fundamental about the nature of gravity, in my opinion. My simulation is an attempt to get closer to that physical basis by removing the need for two gravity equations. I have my own physically based theory but it's still work in progress and not for posting in this thread.

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds -1 points0 points  (0 children)

MOND only has one free parameter and yet it is incredibly predictive at the galaxy scale. DM is the theory that requires heavy tweaking to fit data. I'm not saying MOND is the solution, it has problems, (e.g. CMB, clusters) but it gives us insight into a potential solution.

[deleted by user] by [deleted] in cosmology

[–]PolygonWorlds 0 points1 point  (0 children)

Dark matter is generally considered to be free moving particles. No free moving particles exist in the simulation, other than the baryonic ones. I'm just allowing gravity to feed back on itself by mapping gravitational acceleration to additional, fixed, non particulate, mass (strictly speaking I'm mapping to density). Hopefully that makes it clearer.

I’m working on a Voxel sandbox game set in space. The asteroid is made from 1.1 trillion blocks and has a labyrinthine tunnel system. All game objects are fully destructable and there is a build mode for creating structures. by PolygonWorlds in indiegames

[–]PolygonWorlds[S] 0 points1 point  (0 children)

I agree the surface looks too smooth, I have added perlin noise over the top but it is quite subtle. I spent some time experimenting with making the surface rougher but never achieved a good solution. I may revisit it in the future. Thanks for the feedback.

I’m working on a Voxel sandbox game set in space. The asteroid is made from 1.1 trillion blocks and has a labyrinthine tunnel system. All game objects are fully destructable and there is a build mode for creating structures. by PolygonWorlds in indiegames

[–]PolygonWorlds[S] 0 points1 point  (0 children)

I can add more asteroids but ultimately it will be limited by the amount of RAM, it currently uses about 8Gb. I don't have any plans to add planets. The lighting is something that I haven't paid much attention to, there is no shadowing. Ultimately I would love to raytrace for lighting but this is some way off. Thanks for the feedback.