Universe Sandbox
Universe Sandbox => Universe Sandbox ² | Discussion => Topic started by: Jovitzer on April 30, 2015, 01:12:59 PM
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Has there been any talk of adding accretion discs to US2? I think this would be a fantastic feature if it can be done without making lag unbearable
EDIT:
Toyed around with some rings and here is the best I could do. Not quite an accretion disc but it somewhat appears like one. The black hole I used was 108 Msun, but I don't know if the game engine simulates the tides and whatnot near the horizon any differently than it would a stellar mass BH. Either way it looked cool.
If anyone else has suggestions of ideas post them please!
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Yes, the plan is to add accretion disks.
While you can obviously make a ring of smaller bodies and watch those collide and grow, that is really a rather crude approximation of the dynamics in an accretion disk. That is why "real" accretion disks will either have to be a special mode or sph, so we can model effects such as viscosity.
SPH will come, though it has almost become a joke in the community. There are just other more pressing issues for now ;-)
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Has there been any talk of adding accretion discs to US2? I think this would be a fantastic feature if it can be done without making lag unbearable
EDIT:
Toyed around with some rings and here is the best I could do. Not quite an accretion disc but it somewhat appears like one. The black hole I used was 108 Msun, but I don't know if the game engine simulates the tides and whatnot near the horizon any differently than it would a stellar mass BH. Either way it looked cool.
If anyone else has suggestions of ideas post them please!
Lol that looks like the black hole in Interstellar
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A fun way to make it look as if an object is absorbing a shattered object is by adding rings to a quickly moving object, then hitting Zero Velocity.
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Lol that looks like the black hole in Interstellar
exactly what I was going for haha! I figured with all the time and science that went into making Gagantua then it should be the gold standard for BH simulations.