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Re: GSim version 0.25

Posted: Wed Feb 12, 2014 7:07 pm
by A Random Player
wtg62 wrote:
A Random Player wrote:A quick (?) suggestion: Add tooltips to the buttons.
I second this, as much as I and a few others would already know what everything does pretty well, new users might not.
(Honestly I never got the point of what currently is the eye button :P)
That and the shrink button (the third small icon on bottom left). Last I tried it it killed everyone on my planet (set to 0 velocity relative to the star)

Re: GSim version 0.25

Posted: Wed Feb 12, 2014 7:24 pm
by wtg62
When I first played this, I thought that button stopped velocity of everything. (It sure did, I'll give it that.)
What I think it's supposed to do is set the view to the current center of mass.

That actually makes me think now... fix that bug, but add a button that kills the velocity of everything!
Or actually... that wouldn't be useful, would it? :P

Re: GSim version 0.25

Posted: Wed Feb 12, 2014 8:28 pm
by A Random Player
wtg62 wrote:When I first played this, I thought that button stopped velocity of everything. (It sure did, I'll give it that.)
What I think it's supposed to do is set the view to the current center of mass.

That actually makes me think now... fix that bug, but add a button that kills the velocity of everything!
Or actually... that wouldn't be useful, would it? :P
If I remember right, the first time I clicked it it actually worked (stopped the motion of the configuration). Now I don't know :P

Re: GSim version 0.25

Posted: Thu Feb 13, 2014 1:38 pm
by testtubegames
wtg62 -- strange stuff there with the non-appearing planets and wacky trajectories. I'll get those fixed up.

Agreed on the tooltips, very necessary. And the 'shink' button is indeed the 'go-to-center-of-mass-frame' button. So while it shouldn't have killed anything, I can believe there'd be bugs. Especially with the saving/loading, I don't think I ever made that work with the CoM button (note to self: fix that, too!)

Re: GSim version 0.25

Posted: Thu Feb 13, 2014 6:15 pm
by A Random Player
Science time!
Circular orbit with M=1000 and r=100

Code: Select all

Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 1000,c: 1], [x0: 100,y0: 0,vx: 0,vy: 3.162278,t0: 0,who: 3,m: 0,c: 0]
Measured orbital period: ~16.527 s
Calculated orbital period: 198.6918
Ratio: 12.022 s
???

Edit: Found the "kill everyone" bug in the CoM button: If there's a fixed star things get problematic.

Re: GSim version 0.25

Posted: Mon Feb 17, 2014 12:49 am
by testtubegames
A Random Player wrote:Science time!
Measured orbital period: ~16.527 s
Calculated orbital period: 198.6918
Ratio: 12.022 s
???

Edit: Found the "kill everyone" bug in the CoM button: If there's a fixed star things get problematic.
Thanks for the tip on that bug, it makes sense that would cause an issue. The CoM has to do a work-around for the static stars right now, and work-arounds attract bugs like crazy.

The ratio... hmm.

Well, at the moment the framerate is about 30fps. And in each frame, the 'game time' moves ahead .4 units. So every real-world second, the game advances 12 time units. So your calculations are, as always, spot on!

Re: GSim version 0.25

Posted: Sat Feb 22, 2014 8:12 pm
by A Random Player
I have been abusing negamatter to produce warp drives. So much, I've caused several "too many heap" errors (restarting several tabs), a fatal crash (that was actually caught), and even a BSOD.
Since load is still pretty buggy, I'll just say that X and -X with no motion = accelerating forever, X and 2 * -X/2 = chaotic motion, and X and -X** with a bit of motion results in an "orbit" (the "warp drive" is pointing inward). Should technically still be keplerian.
Edit: **-X*(1-ε)

Re: GSim version 0.25

Posted: Wed Feb 26, 2014 1:35 am
by testtubegames
A Random Player wrote:I have been abusing negamatter to produce warp drives. So much, I've caused several "too many heap" errors (restarting several tabs), a fatal crash (that was actually caught), and even a BSOD.
Whoa! I made something that caused a BSOD? *checks that off the bucket list*

As you have noticed, I haven't put in many safeguards (such as max distances or upper limits to orbit drawings). I'll actually add that to the "To Do" list so I don't forget.

Re: GSim version 0.25

Posted: Tue Mar 11, 2014 6:18 pm
by A Random Player
Bug: Switch to Newtonian integration is inconsistent.

Code: Select all

Gravity Fun at TestTubeGames: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 2,m: 9001,c: 1], [x0: -59.2210307441,y0: 191.031069509,vx: -6.40737685854,vy: -1.98633375662,t0: 0,who: 2,m: 0,c: 2], [x0: -93.2754395076,y0: -176.917190755,vx: 5.93398297375,vy: -3.12855335055,t0: 0,who: 2,m: 0,c: 2], [x0: 44.759900641,y0: -194.927040953,vx: 6.53805171335,vy: 1.50129270749,t0: 0,who: 2,m: 0,c: 2], [x0: -199.877046416,y0: 7.01186964878,vx: -0.23518525776,vy: -6.70407994392,t0: 0,who: 2,m: 0,c: 2], [x0: -197.633231532,y0: 30.6774476491,vx: -1.02895287479,vy: -6.62882010477,t0: 0,who: 2,m: 0,c: 2], [x0: -24.1024766334,y0: 198.542364799,vx: -6.65931336158,vy: -0.808421642674,t0: 0,who: 2,m: 0,c: 2], [x0: -43.0912139607,y0: 195.30270679,vx: -6.55065192857,vy: -1.44532325474,t0: 0,who: 2,m: 0,c: 2], [x0: -140.81262736,y0: -142.02747613,vx: 4.76374636949,vy: -4.72299910302,t0: 0,who: 2,m: 0,c: 2], [x0: -20.0013848269,y0: 198.997348236,vx: -6.67457396997,vy: -0.670866841755,t0: 0,who: 2,m: 0,c: 2], [x0: -155.603878961,y0: 125.648051526,vx: -4.21436376679,vy: -5.21911276379,t0: 0,who: 2,m: 0,c: 2], [x0: 170.922977721,y0: 103.85247078,vx: -3.48331776442,vy: 5.73293095651,t0: 0,who: 2,m: 0,c: 2], [x0: 196.666958166,y0: -36.3607970994,vx: 1.21957821045,vy: 6.59641031081,t0: 0,who: 2,m: 0,c: 2], [x0: 193.718845935,y0: -49.7293548087,vx: 1.66797326744,vy: 6.4975276205,t0: 0,who: 2,m: 0,c: 2], [x0: -176.479990075,y0: 94.1000164885,vx: -3.15621050328,vy: -5.91931881714,t0: 0,who: 2,m: 0,c: 2], [x0: -191.697567939,y0: 57.0266818808,vx: -1.91273305825,vy: -6.42973189549,t0: 0,who: 2,m: 0,c: 2], [x0: -185.837241626,y0: -73.9223891989,vx: 2.47943230962,vy: -6.2331705754,t0: 0,who: 2,m: 0,c: 2], [x0: -81.9679489059,y0: -182.431508661,vx: 6.11893881904,vy: -2.74928858595,t0: 0,who: 2,m: 0,c: 2], [x0: 193.2881704,y0: 51.3778472064,vx: -1.72326538337,vy: 6.4830823239,t0: 0,who: 2,m: 0,c: 2], [x0: -186.383163409,y0: -72.5349322587,vx: 2.43289558911,vy: 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37.0395188206,y0: 196.540260622,vx: -6.59216074601,vy: 1.24234322905,t0: 0,who: 2,m: 0,c: 2]
This is a modified version of a WIP script I'm making, with 59 planets and a star (60 moving, massive objects). The masses have all been set to 0, but that doesn't affect it.
Add a planet (not asteroid) of any mass (preferable negligible). Watch the ring.

Re: GSim version 0.25

Posted: Thu Mar 13, 2014 3:53 pm
by testtubegames
A Random Player wrote:Bug: Switch to Newtonian integration is inconsistent.
Whoa, something went really wrong there. Even worse, I just ran it through the new build I'm working on -- and got an even different result.

Getting close to the next build -- but wanna solve this first (and a couple other bugs).