Search found 28 matches
- Mon Dec 16, 2013 3:02 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
Ah.. I see... Color would be a body object property/field. How about if color stays as body property, however brightness/saturation is a function of the velocity/proximity?
- Wed Nov 13, 2013 7:20 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
Either based on "attraction" or distance, as one body gets closer to another body, it turns blue (or one hue) the further away it gets from any body it turns red (or another hue). If you combine that with "brightness" or saturation based on the velocity of the body (i.e. the faster a body goes, the ...
- Mon Nov 11, 2013 1:55 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
oooo. hue dependent on proximity to another body! I could do some pretty cool stuff with that!
- Mon Nov 04, 2013 9:02 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
No worries... life gets in the way sometimes. I'm just glad you built something that I can play around with.
(Imagine that spiral with different colors or velocity-sensitive line brightness/saturation)

- Thu Oct 31, 2013 4:41 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
60 body Spira Gira...
Gravity Fun at TestTubeGames: [ForceG: -2,Qual: 1,Zoom: 0.2,xSet: 0,ySet: 0],[x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 180000], [x0: 1500,y0: 0,vx: 0,vy: -4,t0: 0,who: 2,m: 2], [x0: 1491.78284305,y0: 156.7926949,vx: 0.41811385,vy: -3.97808758,t0: 0,who: 2,m: 2], [x0: 1467 ...
Gravity Fun at TestTubeGames: [ForceG: -2,Qual: 1,Zoom: 0.2,xSet: 0,ySet: 0],[x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 180000], [x0: 1500,y0: 0,vx: 0,vy: -4,t0: 0,who: 2,m: 2], [x0: 1491.78284305,y0: 156.7926949,vx: 0.41811385,vy: -3.97808758,t0: 0,who: 2,m: 2], [x0: 1467 ...
- Mon Oct 28, 2013 8:19 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
Hey guys, hope all is well. Here's a celtic knot thingy... :)
Gravity Fun at TestTubeGames: [ForceG: -2,Qual: 1,Zoom: 0.15,xSet: 0,ySet: 0],[x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 300000], [x0: 600,y0: 0,vx: 0,vy: -9,t0: 0,who: 2,m: 10], [x0: 374.09388112,y0: 469.09888948,vx: 7.03648334,vy: -5 ...
Gravity Fun at TestTubeGames: [ForceG: -2,Qual: 1,Zoom: 0.15,xSet: 0,ySet: 0],[x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 300000], [x0: 600,y0: 0,vx: 0,vy: -9,t0: 0,who: 2,m: 10], [x0: 374.09388112,y0: 469.09888948,vx: 7.03648334,vy: -5 ...
- Thu Sep 26, 2013 4:23 pm
- Forum: Gravity Simulator
- Topic: Calling all Suggestions
- Replies: 124
- Views: 278419
Re: Calling all Suggestions
Just my two scents :)...
I would think the direction you would take would have to do with the primary purpose of the simulator. As a game... an engine for creating art and exploring the effects of gravity... I wouldn't think that "hyper" undo (i.e. saving every state of every change) wouldn't be ...
I would think the direction you would take would have to do with the primary purpose of the simulator. As a game... an engine for creating art and exploring the effects of gravity... I wouldn't think that "hyper" undo (i.e. saving every state of every change) wouldn't be ...
- Wed Sep 25, 2013 4:43 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
A flower in a circle with 3 orbiting bodies . This was completely trial and error. I'm sure there's a mathematical way of arriving there since it seem that it's not a coincidence that the perigee of the "flower" asteroid's orbit is in-line with a planet and the sun every time.
Gravity Fun at ...
Gravity Fun at ...
- Tue Sep 24, 2013 5:18 pm
- Forum: Gravity Simulator
- Topic: Gravity Art Megathread
- Replies: 61
- Views: 344908
Re: Gravity Art Megathread
I want to say I did some nasty math -- but it was just a happy accident that I refined to be stable.
- Tue Sep 24, 2013 5:09 pm
- Forum: Gravity Simulator
- Topic: N Body Orbits
- Replies: 6
- Views: 16593
Re: N Body Orbits
I've tried many, many times to make a N-Body orbit work (using Gravity Games as the engine), but they almost always become unstable after about 5 or 6 "cycles". It could be that there are inaccuracies that are introduced from rounding somewhere causing one body to have a slightly higher velocity ...