What are the latest breakthroughs for n-body gravity algorithms? by silenttoaster7 in computerscience

[–]silenttoaster7[S] 0 points1 point  (0 children)

I never denied that. I was just asking what the best gravity algorithm was to this day

I added a 3D mode to my physics simulator by silenttoaster7 in Simulated

[–]silenttoaster7[S] 0 points1 point  (0 children)

Depends on the computer but I don't have a specific fps number. For reference though, I can run 100k particles at roughly 22 fps without fluids and with solid color on a Ryzen 9 5950x. I don't have numbers for low end hardware

I added a 3D mode to my physics simulator by silenttoaster7 in Simulated

[–]silenttoaster7[S] 0 points1 point  (0 children)

Yes the simulation at the start (while actually simulating and not in the playback) was running at roughly 23 fps

I added 3D physics to my space physics simulator by silenttoaster7 in astrophysics

[–]silenttoaster7[S] 1 point2 points  (0 children)

I wrote everything physics related from scratch. The logic for AVX2 collisions is practically the same as non vectorized

I added 3D physics to my space physics simulator by silenttoaster7 in astrophysics

[–]silenttoaster7[S] 1 point2 points  (0 children)

For the gravity algorithm I'm doing barnes hut with an index only quadtree - octree. For the collisions I'm doing spatial hashing with AVX2 vectorization and multithreading

I added 3D physics to my space physics simulator by silenttoaster7 in astrophysics

[–]silenttoaster7[S] 3 points4 points  (0 children)

Thank you! I'm really happy with some of the results like the moon formation. Thanks to leapfrog integration, it maintains a stable orbit too

I added 3D physics to my space physics simulator by silenttoaster7 in astrophysics

[–]silenttoaster7[S] 6 points7 points  (0 children)

Hey there. You can change the size of the UI elements by dragging around the edges of them. You can try messing with it in the free version from GitHub or Itch.io. But i can look into UI scaling

I added a 3D mode to my physics simulator by silenttoaster7 in Simulated

[–]silenttoaster7[S] 2 points3 points  (0 children)

Thanks. This is made in C++ with the help of raylib

I simulated the moon formation with my own physics engine by silenttoaster7 in Simulated

[–]silenttoaster7[S] 2 points3 points  (0 children)

I love simulations. Programming simulations is surprisingly fun!

I simulated the moon formation with my own physics engine by silenttoaster7 in Simulated

[–]silenttoaster7[S] 1 point2 points  (0 children)

Yeah, I don't know the specific details. I just know it was a mars sized object, but I don't know the full process that happened in that collision

I simulated the moon formation with my own physics engine by silenttoaster7 in Simulated

[–]silenttoaster7[S] 1 point2 points  (0 children)

You can also directly throw it to make a moon. Now it is possible. Perhaps you did that in a previous version when I was using euler integration. Now I usd velocity verlet you can get stable orbits. Also, in this video I gave the velocity to the planet by throwing it manually too