Universe Sandbox
Universe Sandbox => Universe Sandbox ² | Discussion => Topic started by: BrandCollision on November 18, 2014, 05:37:03 PM
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If you do not understand me, take my word for it : when will the SPH system take a major part in US2? alpha 13? alpha 14? etc. etc.
If you don't know, put your rough estimate to where it should be near
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I can't find the quote right now, but I think it was Georg who said that it'll be out in a few months.
We really need an FSL list; there's been at least three threads asking the same question.
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I can't find the quote right now, but I think it was Georg who said that it'll be out in a few months.
We really need an FSL list; there's been at least three threads asking the same question.
I doubt that he said that, since I need to fix issues in it before it is being released... and I am not doing that right now. The ETA is ... later.
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I can't find the quote right now, but I think it was Georg who said that it'll be out in a few months.
We really need an FSL list; there's been at least three threads asking the same question.
I doubt that he said that, since I need to fix issues in it before it is being released... and I am not doing that right now. The ETA is ... later.
The reason i want SPH so stupidly bad is because then things could actually spegetify, just so you know, as well, this would also add working Roche limits, right
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The reason i want SPH so stupidly bad is because then things could actually spegetify, just so you know, as well, this would also add working Roche limits, right
As you have probably already seen
https://www.youtube.com/watch?v=tGS_gZm6HxI&list=UUA4DuNG1K7AD79qnq_H08zA
Yes, roche is implicit.
The limit actually describes when fluid bodies are ripped apart and does not take into account material strength, and the initial SPH implementation will also not consider material strength.
The issue is, I keep repeating, that we should hopefully make an implementation which makes sense for the majority of users, and not only for those with strong computing platforms. That is the complex time consuming part.
Actually I have been considering testing if it is worth skipping SPH in order to give you what you see in SPH, since you do not want SPH. You want gravitational fluid dynamics, where SPH is only one of many methods to handle that.
I promise, I will tell you when it is available, so you don't really need to keep asking ;-)
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@Greenleaf, on a off topic. What program do you use to simulate the Moon?
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@Greenleaf, on a off topic. What program do you use to simulate the Moon?
What are you talking about?
If, on second thought, you mean the video, then it is based on this work
http://www.greenleaf.dk/projects/sph_astronomy
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@Greenleaf Yes thank you. And is this just animated using knowledge of gravity and other things or is it a program?
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@Greenleaf Yes thank you. And is this just animated using knowledge of gravity and other things or is it a program?
All the information, you desire, is on that page and in that paper. Link at the bottom. It is really not that high level. The point was to make it as simple as possible.
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Will SPH looks similar to the water physics in this simulation of an Open Sea Turbine?
http://youtu.be/7dkAXmXCcbs
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Will SPH looks similar to the water physics in this simulation of an Open Sea Turbine?
Uhm... no. Why would it look like open water with breaking waves?
It will look like what you can see in some of the videos here
https://www.youtube.com/user/GreenleafDevelopment/videos
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I had this question brewing in my mind when I heard about SPH in UBOX2. Will the bodies be rigid like they are currently, but when they stray too close SPH will kick in. Or, will the objects be always under SPH?
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Why would it look like open water with breaking waves?
I mean, will it be as fluidic?
Will the bodies be rigid like they are currently, but when they stray too close SPH will kick in. Or, will the objects be always under SPH?
It would only make sense to always have the objects under the effects of SPH (as to simulate tides), but currently I think that the new Tidal Disintegrator planned for Alpha 13 only breaks things at the Roche limit.
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I had this question brewing in my mind when I heard about SPH in UBOX2. Will the bodies be rigid like they are currently, but when they stray too close SPH will kick in. Or, will the objects be always under SPH?
For performance reasons, we need to let it be rigid when the strain on the bodies is not large enough to make a soft body be relevant.
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but program of SPH is disponible for download?
Only curiosity,i can?
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Is the program you used to simulate SPH available for download? And out of curiosity, can I have the download link?
SPH was simulated by Thomas using the Unity coder, I think.
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I could theoretical say that SPH will be available in Alpha 15.