Embassy of Time

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About Embassy of Time

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    |designer|programmer|
  1. It is about time travel, across millions of years if needed. The universe changes over that timeframe, and I want it to change in a scientifically credible manner, partly because it is meant to convey science, a la 'edutainment', partly because I just want it to.
  2. I used this up till this point, but the problem with random states (the "no movement" is really a non-option) is that A: it lacks the appearance of a system as soon as someone studies it a bit, and B: it is impossible to use back and forth scrubbing in it without filing literally millions of used random states. As a simple background element, it works fine; I already used it plenty! But I am at a point where I need to use something with a more solid structure Ooooooooooohhhh..... this looks yummy!! I am going to chew down on that for some time. It even has multi-purpose use, for fluid dynamics and other fancy stuff! Thanks!!
  3. Yeah, I do seem to be staring at a brick wall here. I've spent the last week or so really reconsidering what I need compared to what I am doing, and maybe this isn't the hill I should choose to die on. I think some approximation will be used from here on in. As long as there is a sense of the progression of time. But right now, I feel a bit burned out by the brick wall It's a time travel game. I really don't need this level of detail, but something just went a bit out of control. What I want is a full universe that ages and evolves, and although the focus is intended mostly on planets evolving, the astronomy part is important, too. It sets up the big stage's depth, so to speak. But yeah, as mentioned above, I have started to reevaluate what is needed and what is just me being nitpicky, because I seem to be stuck at the N-body problem....
  4. Trust me, I have been trying to figure something, anything, out, but I understand the difficulty / impossibility of it. For 3-body, what comes to mind is a shifting barycenter, calculated as a point all its own, according to masses around it. But I am just spitballing, I have no actual idea... RK4 has been mentioned before. It seems versatile, but I have to read up on it. Thanks!
  5. Well, it's just: 1: Log in. 2: Accept terms. 3: Return to same page to log in again. I see it on a lot of forum servers these days, I think it's a common issue with current software.
  6. This is actually both to inform and to test if I am even correctly locked in. During sign in, on mobile device (android phone), the website keeps asking me to sign in again and again in some kind of loop. If this post says Embassy of Time, it is just a redundant loop, but still...
  7. As some may know, I am working on a game that involves a lot of scientific simulation to do what I consider to be -real- procedural generation. I am currently going through the different sciences in my blog, but having closed the book on my last version, I am now facing the move into far more detail on the 'science' part of things. And that is forcing me to study up on a lot of stuff! I know how complex gravity systems work, and I have the theory for how to design a universe that unfolds from a fake Big Bang and then spreads out, gathers into stars and galaxies, and eventually has planets in it and so forth. However, I have very little experience in turning that into actual code. While I could just sit down and do a simulation of every bit of gravity pull and such, I can't help but wonder if someone has found easier (and less CPU intensive!) ways of doing it?? Right now, the plan is to have random "gravity centers" in a point cloud gather the contents of the universe around them as they all move outward and affect each other, but this will likely be by checking gravity pulling on every bit of content at the rate of one check per few miliseconds. It feels like there should be an easier way, maybe a set of (all things considered) simple equations that can pinpoint where everything is at a given point in time, or something like it. I honestly don't know, I have never gone into this much detail with my star / uuniverse simulations before. So, does anyone know some good material on simulating star clusters pulling on each other as they go through space? Anything is appreciated, no idea should be tossed aside!   Edit: By popular request, an elaboration: I am not trying to accurately simulate our universe. I am making a game that I want to procedurally generate a universe according to realistic, by HIGHLY simplified scientific methods.