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Re: Calling all Suggestions
Posted: Sat Nov 16, 2013 10:54 am
by A Random Player
testtubegames wrote:
Now, whether the orbits would be stable... or if they'd be crazy, that's another question entirely. (I'm going to go with crazy)
I once had an idea to have a force law like cos(2pix+pi)/x
* or something else like that to have something which vaguely resembles electron levels, with stability only at integers away from the object. This would allow perfect stability for right triangles, and quasi-stability for anything else. The farther you go from an object, the slower the maximum orbit speed you can have, but you can always have 0.
It's not any realistic, though it may be interesting to see what structures form from it. (
But apparently Greg Egan has thought of this before me. 
)
*Edit: Never mind, that's the potential, not the force.
Re: Calling all Suggestions
Posted: Sat Nov 16, 2013 10:47 pm
by exfret
Also include negatives as repulsion and be sure to include values of the distance from an object as well as the angle from an object with respect to the x-axis to use (opposed to just the distance being the relation to force). Also, make it so we can apply the force in a different direction, either added to the usual direction (as an angle) or on it's own. Be sure to allow the angle to be modified by distance from the object. Oh, and don't forget general relativity. Also, be sure to create that hyperbolic geometry. Oh, and spherical geometry, too. Oh, and make it so you can travel to the planets in the rocket ship. And make the simulation 3D. You'll also allow us to create civilization on our planets and watch them evolve, too right? Maybe you can somehow involve quantum mechanics as well. And, the civilizations can come up with optimal strategies for getting through a corn maze. And include all the features of celestia (
http://www.celestiamotherlode.net/) so that we can model it on our current solar system. Oh, and make it so we can change the force systems in the celestia universe, too. And make the simulation accurate and able to perform the Big Bang to a thousand years from now accurately with predictions of what stars will explode etc. Don't forget to predict which planets in celestia support life. To do this, you'll have to go out and collect more data on those planets, so how about you go discover the hundred million or so planets left undiscovered in our galaxy. Remember to predict their current state in time, too, because we won't be seeing them from light years away when we get close to them in that super-customizable space-ship in the simulator adhering to the laws of special relativity. Oh, and one more thing, could you finish Electric Shocktopus willy quickly so you can work on the Gravity Simulator? Oops... Getting a little carried away with that last one there...
Re: Calling all Suggestions
Posted: Tue Nov 19, 2013 2:49 am
by testtubegames
A Random Player wrote:testtubegames wrote:
Now, whether the orbits would be stable... or if they'd be crazy, that's another question entirely. (I'm going to go with crazy)
I once had an idea to have a force law like cos(2pix+pi)/x or something else like that to have something which vaguely resembles electron levels, with stability only at integers away from the object. This would allow perfect stability for right triangles, and quasi-stability for anything else. The farther you go from an object, the slower the maximum orbit speed you can have, but you can always have 0.
It's not any realistic, though it may be interesting to see what structures form from it. (
But apparently Greg Egan has thought of this before me. 
)
Huh, there could be some really interesting stuff. If I add it in, it'll definitely be a *very hidden feature*. Don't want innocent people naively wandering into the simulator, then destroying gravity forever. And getting confused why things don't work.
exfret wrote:And make the simulation accurate and able to perform the Big Bang to a thousand years from now accurately with predictions of what stars will explode etc. Don't forget to predict which planets in celestia support life. To do this, you'll have to go out and collect more data on those planets, so how about you go discover the hundred million or so planets left undiscovered in our galaxy. Remember to predict their current state in time, too, because we won't be seeing them from light years away when we get close to them in that super-customizable space-ship in the simulator adhering to the laws of special relativity.
Sure!
...we might just have to move the release date to Winter of the 20-million-13.
Re: Calling all Suggestions
Posted: Tue Nov 19, 2013 9:43 am
by exfret
It's Gravimber!
Re: Calling all Suggestions
Posted: Fri Nov 22, 2013 5:19 pm
by Stargate38
As said before, this sim really does need collisions/mergers, along with custom colors. That way, we could simulate planet formation and tell the stars/planets/dwarf planets/asteroids apart from one another. Please give an ETA on the update, if possible, hopefully within 34 days because I want it to come out before Christmas.
Re: Calling all Suggestions
Posted: Mon Nov 25, 2013 7:00 pm
by exfret
Suggestion:
-Cut down on the HUGE lag when you zoom in/out.
Re: Calling all Suggestions
Posted: Wed Nov 27, 2013 11:24 am
by A Random Player
Bringing back the idea of relative paths: Plot path of object X against object Y, and keep the path's location relative to object Y as it moves. Then do the switching camera thing. It works for my sim!
Also, how about some built in presets? Ex. A demonstration of orbital periods, or a planet with a moon going around a sun.
Re: Calling all Suggestions
Posted: Sat Nov 30, 2013 7:19 pm
by exfret
I just got an idea: How about you release Gravity Simulator in multiple versions since there's so many suggestions? This way, you can appease us while working on it. You should upload things like color, speed-versus-precision, text-box input, fullscreen, etc. first, then maybe things like relative paths, collisions, and custom gravity rules. Finally, you can finish off my suggestions right before the Christmas of 20-million-13, just as you said!!!
This would allow for a version to come out before this Christmas, and you don't have to work your butt off or exclude a bunch of features to make it happen! Your first upload turned out to be non-permanent as well anyways.
Re: Calling all Suggestions
Posted: Sun Dec 01, 2013 11:03 pm
by testtubegames
exfret wrote:I just got an idea: How about you release Gravity Simulator in multiple versions since there's so many suggestions? This way, you can appease us while working on it. You should upload things like color, speed-versus-precision, text-box input, fullscreen, etc. first, then maybe things like relative paths, collisions, and custom gravity rules. Finally, you can finish off my suggestions right before the Christmas of 20-million-13, just as you said!!!
This would allow for a version to come out before this Christmas, and you don't have to work your butt off or exclude a bunch of features to make it happen! Your first upload turned out to be non-permanent as well anyways.
I am a fan of this approach. Releasing the alpha versions, basically. That's something that could work well with the new version, and I know you all would keep me on my toes.
Re: Calling all Suggestions
Posted: Mon Dec 02, 2013 6:36 pm
by exfret
So could you stop working on TES for just a bit so you can come out with the first alpha version of Grav Sim before Christmas?