I tried to mimic Doppler effect by adjusting the pitch of a base sound depending on relative velocity. I also took into account the size difference so that big circles do have a lower sound
One way that takes constant time regardless of the number of bodies is to plot the tails to a texture that doesn't clear between frames and subtract 1 from each RGB channel per frame or 1 from the alpha channel if you are using a 32 bit texture. This will cause the tails to fade to black (or transparent) over time. Then for the image displayed for the frame use a copy of that texture from and draw the large dot representing the body and display that, generating this new each frame. There are other methods but this one is really cool because you can have a million particles tracing and merging and not have to keep re-render any state info about the past.
@@zamadatix It’s not really constant for the amount of bodies. It has to draw one dot for every body onto the texture, so it’s O(n) instead of O(1). It is however constant regarding how long the trail is, as you’re not actually doing more work for longer trails which is nice
This really isn't that complicated lmao... a literal junior high level physics class will give you all you need to recreate this. If you need to know how to program this, then you should be creating hello world programs using some basic programming tutorials.
@@MechanicalMooCow Thanks for replying! I know this is rather easy. But there is stuff like Ant Colony Optimization and some other other cool videos I have seen on your channel which I and quite a few others may like to replicate
@@PezzzasWork I just now saw the "Nice Bug" video and I immediately had in mind something like that. I think it could actually be useful to advance theories in astronomy. It will be cool to see more videos revolved around that concept.
I think there are many travelling one behind another because when he ran this originally, there would have been collisions, and they then get 'bumped' into a path that doesn't have collisions over time. You're seeing the paths with no collisions, and it's probably a given that there will be a few on that same path, and ones that are behind one another because the ones in front will have deflected others.
When they collide, the orbit is offset ( and the offset orbit has a possibility of not colliding ), and when they do not collide, the orbit stays ( which has no chance of colliding ). So it’s essentially natural selection. You just put a bunch of asteroids everywhere, and after some time you get this. There is a video titled ‘nice bug’ on his channel, which shows more of these
I love how chaotic it looks when its just a lot of order its such a epic thought
Bro. Some of them had like, moons, so cute
they don't have personal gravity
@xevix291 I'm talking about simulation in the video, and IIRC author said that the only gravity source there is the center of the screen
How exactly to you convert the distance to neighbours to noise?
I tried to mimic Doppler effect by adjusting the pitch of a base sound depending on relative velocity. I also took into account the size difference so that big circles do have a lower sound
Amazing 🤩🤩🤩🤩🤩🤩🤩
Hit each other damnit!
Do you have this code somewhere? I’ve been wanting to make something similar.
How did you deals with the fading tails? When I try implement something similar I get lots of lag.
One way that takes constant time regardless of the number of bodies is to plot the tails to a texture that doesn't clear between frames and subtract 1 from each RGB channel per frame or 1 from the alpha channel if you are using a 32 bit texture. This will cause the tails to fade to black (or transparent) over time. Then for the image displayed for the frame use a copy of that texture from and draw the large dot representing the body and display that, generating this new each frame.
There are other methods but this one is really cool because you can have a million particles tracing and merging and not have to keep re-render any state info about the past.
@@zamadatix It’s not really constant for the amount of bodies. It has to draw one dot for every body onto the texture, so it’s O(n) instead of O(1). It is however constant regarding how long the trail is, as you’re not actually doing more work for longer trails which is nice
mesmerising
How could you make a trail light please?
Is this done by set orbits? Doesn't look like a gravity calculation
Just 1 center gravity. The bodies don't attract each other.
Can you make a universe simulator.
Make tutorials for your videos. You will have serious traffic!
This really isn't that complicated lmao... a literal junior high level physics class will give you all you need to recreate this. If you need to know how to program this, then you should be creating hello world programs using some basic programming tutorials.
@@MechanicalMooCow Thanks for replying!
I know this is rather easy. But there is stuff like Ant Colony Optimization and some other other cool videos I have seen on your channel which I and quite a few others may like to replicate
@@theahmedmustafa agreed with the more complex videos.
You may enjoy the channel Sebastian Lague and his latest video: X-iSQQgOd1A
@@MechanicalMooCow He's the one who sent me here :p
@@MechanicalMooCow we like this chanel this is why we came here ...🥸🥸
How's possible that it doesn't collide?
It is the consequence of a bug I found totally by accident :)
Balls were supposed to have collision but he forgot updating the speed and that converge to this
@@pwouik9784 Thank you for this perfect explanation
@@PezzzasWork so it retains kinetic energy? well you have some unstoppable forces now :D
@@PezzzasWork I just now saw the "Nice Bug" video and I immediately had in mind something like that. I think it could actually be useful to advance theories in astronomy. It will be cool to see more videos revolved around that concept.
gpu temp 💀
u could make some effect with this
allright, let me see if i got it right,:
this simulation solved a situation where the asteroids will never collide again?
its a quantum sorter
next generation stuff
whats with the sine wave in the background lmao
Looks like most of them (if not all) are traveling in pairs. I guess going alone isn't stable state here or something.
I think there are many travelling one behind another because when he ran this originally, there would have been collisions, and they then get 'bumped' into a path that doesn't have collisions over time. You're seeing the paths with no collisions, and it's probably a given that there will be a few on that same path, and ones that are behind one another because the ones in front will have deflected others.
How do they never collide!!!???
When they collide, the orbit is offset ( and the offset orbit has a possibility of not colliding ), and when they do not collide, the orbit stays ( which has no chance of colliding ).
So it’s essentially natural selection.
You just put a bunch of asteroids everywhere, and after some time you get this.
There is a video titled ‘nice bug’ on his channel, which shows more of these
@@U20E0 nice thank you!
how tf did you zoom into the exact one i was watching
I guess that he put the drawing's origin to the current position of that object.
3 body problem solved