4/24/2021 0 Comments Fluid Physics Simulator
Anything shown many not be representative of how itll appear and behave when included in an official Universe Sandbox update.If you havent, time to get out from that rock youve been living under and start terraforming all those other rocks floating through space.
Surface Grids is a massive new feature that changes a lot with the core simulation of objects in Universe Sandbox, and so far weve just scratched the surface of what it can do. ![]() ![]() This is also true for planets, whether its a gas giant or a rocky planet with, or even without, a molten core. And even in the case of large chunks of solid rock colliding with each other, there is such intense temperature and pressure that the materials behave more like fluid rather than rigid solids: theyll stretch and distort and be torn apart, rather than splinter, crack, and shatter. Together, they describe the properties that exist at any given point in a flow of material, but they themselves are not the material. Think of it like buoys in an ocean: the buoys will each monitor the properties at their location, and they are distinct from the continuous fluid, ie the ocean, that they are monitoring. So for the future of SPH in Universe Sandbox, the current debugging visuals, where you can see individual particles, will ideally be replaced by something that better represents the continuous fluid that is actually being modeled. And then you can estimate how this will move over time under different forces. Combine this with gravity and you start to see a simulation with emergent behavior that matches what we observe in real life. For example, with SPH, material will collect under the influence of gravity, but it will not all fall to the center of mass. Instead, as more material collects, the pressure increases and starts pushing out material, preventing a total collapse. The result is a spherical shape, and not because we specifically told it to become a sphere, but because thats what happens when you simulate physics on a more granular level. In our current simulation, pre-SPH, where we model how single points of mass move purely under the influence of gravity, we need special handling to calculate when and how this should happen, according to analytical models. But with SPH, this phenomenon just happens as the result of forces acting on the moon. SPH is great for handling cases like this where material is sparse. Other methods instead require simulating each point of space, seeing how each of these points changes (versus tracking only points specifically in a material), which would be very slow for anything like entire star systems. When compared to non-real-time simulations run on supercomputers, this presents a lot of limitations, and SPH is not immune to these. The biggest issue we will need to navigate as we continue development is the resolution of the model to be really accurate and demonstrate smaller, local changes, you need a lot of sample points. But each point comes at the cost of a good chunk of computing power. So as with all features in Universe Sandbox, well need to find a balance, with enough points to model things in interesting ways, but not so many that it becomes a slideshow. But what you really, really want is a bunch of videos of this is in action.
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