Welcome, Guest

Author Topic: Roche limit, work in progress  (Read 12807 times)

Greenleaf

  • Thomas Grønneløv
  • Development Team
  • *****
  • Posts: 211
Roche limit, work in progress
« on: February 10, 2016, 05:24:52 AM »

This is a very brief preview of the new Roche limit fragmentation as running in Universe Sandbox ². It is still very much a work in progress, but it is seen how Earth is tearing apart the moon when it enters inside the Roche limit where the "tidal forces" will be strong enough to cause this. This is different from previous Roche fragmentation demonstrations in that the effect is much more gradual and supports a wider spectrum of simulations where this can take place.


The plan is to use this feature for general tidal effects, so an object close to a black hole or another massive object will bleed off matter this way.

« Last Edit: February 24, 2016, 11:42:45 PM by Greenleaf »

DenisineD

  • *****
  • Posts: 156
Re: Roche limit
« Reply #1 on: February 11, 2016, 02:32:36 PM »
Lovely!!!

kallisti

  • *****
  • Posts: 76
  • I'm trying.
Re: Roche limit
« Reply #2 on: February 11, 2016, 04:48:54 PM »
Aye, that is awesome. Been waiting for something like this. :)

Prometech

  • *****
  • Posts: 119
  • Official Photographer of the Universe at large
Re: Roche limit
« Reply #3 on: February 11, 2016, 09:29:06 PM »
Awesome!

thebartonfox

  • *
  • Posts: 2
Re: Roche limit
« Reply #4 on: February 13, 2016, 09:51:15 AM »
Looks great. Does this mean that Roche lobes will be able to be simulated?

Greenleaf

  • Thomas Grønneløv
  • Development Team
  • *****
  • Posts: 211
Re: Roche limit
« Reply #5 on: February 13, 2016, 10:36:28 AM »
Looks great. Does this mean that Roche lobes will be able to be simulated?


Yes, this will implicitly happen because the lobe is essentially the region where an object can hold on to its mass, and the way this is being implemented now stuff flies off when it gets a net acceleration away from the original body. We are not explicitly rendering the lobe area. Mostly because it can be arbitrarily complex with more than two objects.


https://youtu.be/9hDxIiYM6s8
« Last Edit: February 13, 2016, 11:09:00 AM by Greenleaf »

dylan

  • *****
  • Posts: 68
Re: Roche limit
« Reply #6 on: February 13, 2016, 01:21:56 PM »
WTF :o

Physics_Hacker

  • *****
  • Posts: 441
Re: Roche limit
« Reply #7 on: February 13, 2016, 01:28:15 PM »

Plutonium

  • *****
  • Posts: 152
Re: Roche limit
« Reply #8 on: February 13, 2016, 03:29:54 PM »
Greenleaf,
How does that "Reverse time direction" work??

P.S. Impressive videos!!

atomic7732

  • Global Moderator
  • *****
  • Posts: 3849
  • caught in the river turning blue
    • Paladin of Storms
Re: Roche limit
« Reply #9 on: February 13, 2016, 09:19:10 PM »
That is pretty amazing.

Retsof

  • ****
  • Posts: 38
Re: Roche limit
« Reply #10 on: February 13, 2016, 10:19:15 PM »
Will the Accreting material's orbit decay?  So something like a type 1a supernova would be possible?

creeperz1211

  • *****
  • Posts: 123
  • Hi?
Re: Roche limit
« Reply #11 on: February 13, 2016, 11:57:18 PM »
What alpha version will this be released in? This is so cool  8)

Greenleaf

  • Thomas Grønneløv
  • Development Team
  • *****
  • Posts: 211
Re: Roche limit
« Reply #12 on: February 14, 2016, 01:13:58 AM »
Will the Accreting material's orbit decay?  So something like a type 1a supernova would be possible?


Currently viscosity is not modelled and neither is decaying orbit due to relativistic effects, so for now the answer is no for now.

Angel Armageddon

  • *****
  • Posts: 237
  • Destruction!
Re: Roche limit
« Reply #13 on: February 15, 2016, 05:25:23 PM »
So when will the planets and other body's "stretch" but not fragment? Like when will we be able to see the "tides" but instead of water, but the rock bending so the planet looks like an oval?

DiamondMiner10

  • *****
  • Posts: 219
Re: Roche limit
« Reply #14 on: February 15, 2016, 10:35:08 PM »
accretion disks are one more reason I'm gonna pull an all nighter for Universe Sandbox someday

Hyper_Schnitzel

  • ****
  • Posts: 52
  • Physics is Phun!
Re: Roche limit
« Reply #15 on: February 19, 2016, 11:38:34 PM »
Maybe, you could make the fragmenting body smaller and smaller, as it spawns more particles. Or you turn the luminosity down, so the glare Sphere around it doesnt dissappear instantly. Then you wouldnt have that "Dissappearing" effect. :D

Greenleaf

  • Thomas Grønneløv
  • Development Team
  • *****
  • Posts: 211
Re: Roche limit
« Reply #16 on: February 20, 2016, 05:59:10 AM »
Maybe, you could make the fragmenting body smaller and smaller, as it spawns more particles. Or you turn the luminosity down, so the glare Sphere around it doesnt dissappear instantly. Then you wouldnt have that "Dissappearing" effect. :D


The fragments do take mass from the body with it. It just takes a while to go entirely

Jovitzer

  • *
  • Posts: 3
Re: Roche limit
« Reply #17 on: February 20, 2016, 04:12:42 PM »
this is absolutely stunning!

Prometech

  • *****
  • Posts: 119
  • Official Photographer of the Universe at large
Re: Roche limit
« Reply #18 on: February 21, 2016, 12:22:36 PM »
When is this due to be out in the game?

kallisti

  • *****
  • Posts: 76
  • I'm trying.
Re: Roche limit, work in progress
« Reply #19 on: February 26, 2016, 06:05:20 AM »
When is this due to be out in the game?

This. I realize it'll be out when it's ready, which is preferable to the alternative, but watching the videos is a poor substitute to the hands-on experience. I guess what I want to express is: This is awesome, and I can't wait to try it out. Don't mean to nag, just express my excitement.

Magnetarhyper4436

  • *****
  • Posts: 144
  • 'HYPER'NOVAE!!!
Re: Roche limit, work in progress
« Reply #20 on: February 28, 2016, 07:18:28 AM »
Greenleaf, is it possible to do a simulation of the formation of Saturn's rings using this Roche limit when it comes out?