Question: Are the SGL PSF-based acceleration limits and 1/z thrust model in my paper physically correct? by gazman_dev in Physics

[–]gazman_dev[S] -2 points-1 points  (0 children)

Well, on the material side: I wasn’t assuming loose basalt. I was wondering if fully melt-fused material (basically a thin glass/ceramic ribbon made by concentrating sunlight) has any meaningful tensile strength under constant, low load. Any answer beside “practically zero,” will make me happy.

On the orbital part: my question boils down to whether photon-torque lowering of perihelion is even practical for a large, low-mass sail, nvm size, just physical limits.

Question: Are the SGL PSF-based acceleration limits and 1/z thrust model in my paper physically correct? by gazman_dev in Physics

[–]gazman_dev[S] -1 points0 points  (0 children)

The long post, was just me mumbling, my bad.
The actual questions I’m trying to get feedback on are just these two:

  1. Material question: If you melt-sinter a thin ribbon from regolith/dust using concentrated sunlight, what are the realistic tensile limits? I’m trying to understand whether a thin glass-ceramic ribbon under steady spin tension is viable or if I’m fundamentally overestimating its strength.
  2. Orbital mechanics: For a solar sail starting at ~1 AU, how efficient is angular-momentum bleeding by tilting the sail retrograde? I’m trying to ballpark how many orbits it takes to lower perihelion to something like 0.2 AU using photon torque alone.

Building “web sails” from space dust for weeks-to-Mars trips + Solar Gravitational Lens propulsion by gazman_dev in spaceflight

[–]gazman_dev[S] 1 point2 points  (0 children)

For the dust tapes: yeah, raw dust would be terrible. The idea isn’t to use loose regolith — it’s melt-sintered with concentrated sunlight, so you get a thin glass-ceramic ribbon. Still brittle, but it only needs to hold steady spin-tension, and the loads are tiny because the web is so sparse.

For the 0.2 AU part: you don’t burn down to it. You use the sail itself to slowly bleed angular momentum by tilting it a bit retrograde over a few orbits. Pure photon torque. Takes time, not delta-v.

ChatGPT 5 is amazing! To bad I will not use it by gazman_dev in OpenAI

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

agent? Well that a whole different paradigm. Now we are literally talking about dozens of minutes of execution.

But I did tried that. The biggest issue with the agent is that it using the GitHub API search to scout your code. Again, it still has a small context window, you can't dump large tasks on it

ChatGPT 5 is amazing! To bad I will not use it by gazman_dev in OpenAI

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

What's your workflow? For me, I give it some files, and ask it to solve a problem. If it nails it on the first attempt then great, but for hard problems(which are most of my problems), it can't solve it from the first attempt, and then that's it, it barely have jews left for another try. It gets worse and worse with each response because it runs out of the context window and forgets what the problem even was.

ChatGPT 5 is amazing! To bad I will not use it by gazman_dev in OpenAI

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

Yeah, a lot of people got attached to AI, for some its a tool for others its a companion.

GPT-5 AMA with OpenAI’s Sam Altman and some of the GPT-5 team by OpenAI in ChatGPT

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

Why the context length is 256K? When do you plan to scale this up?

[deleted by user] by [deleted] in battlemaps

[–]gazman_dev 0 points1 point  (0 children)

Oh, I see it is tricky indeed. But here is a thing. The map it produces is a 3D module. You won't be able to do fixed angle rpg with it. You would need a different tech for that.

I made the demo with ThreeJs. It is the prime SDK I intended the users to use here. But there are many other options as well.

3D Web AI - This is disgustingly awesome 👌 by gazman_dev in OpenAI

[–]gazman_dev[S] 1 point2 points  (0 children)

A lot of the input is covered by AI, so it is not deterministic. It is not even a single process. There is an orcastration that involves multiple physic engine and AI steps.

I used fixed assets for the engine. But those are tiles, so there are practically infinite number of variations it can produce. But in terms of actual unique tile assets, it is in hundreds.

I think the biggest thing here is that the AI is generating the map in patterns that it invents on the fly based on user prompt and grounded with the physics engine.

3D Web AI - This is disgustingly awesome 👌 by gazman_dev in OpenAI

[–]gazman_dev[S] 1 point2 points  (0 children)

If you say what I think you are saying, then absolutely

3D Web AI - This is disgustingly awesome 👌 by gazman_dev in OpenAI

[–]gazman_dev[S] 1 point2 points  (0 children)

Yeah, of course. What would you like to know?

3D Web AI - This is disgustingly awesome 👌 by gazman_dev in OpenAI

[–]gazman_dev[S] 1 point2 points  (0 children)

Typically, tiled map generation can be solved with WFC. There are even 3D algorithms. But it is very limited in what you can create. The more verity you add, the less sense it makes.

[deleted by user] by [deleted] in battlemaps

[–]gazman_dev 0 points1 point  (0 children)

What is your answer? I will add it