I wish there was a website that made the maths for all this kind of thing accessible to idiots who don't have any formal maths education (like me). I've bought a few books, but even those seem to skip a stage or two.
I wish there was a website that made the maths for all this kind of thing accessible to idiots who don't have any formal maths education (like me). I've bought a few books, but even those seem to skip a stage or two.
foreach(object as o1) {
foreach(object as o2) {
if(o1 != o2) {
force = (o1.mass * o2.mass) / (o1.pos - o2.pos).length
o1.vector *= unit_vector_from_o1_to_o2 * force
}
}
}
Obviously this is O(n^2), which is why it's so slow when you have a lot of objects in the system, but it's pretty straightforward.Anytime someone posts a simulation using Euler Integration someone usually links to the following[1]. It describes why Euler integration isn't good enough (with the famous line, "If you are use Euler then you are a bloody idiot"). It then proceeds to show how to implement RK4 or Runge Kutta order 4.
This method will evaluate the derivative at four points in between the previous and current timestep to detect the curvature of an objects velocity. It will then take a weighted average to get the best approximation of the derivative for that timestep. This accounts for acceleration in between timesteps rather than assuming a constant velocity between them.
[1] http://gafferongames.com/game-physics/integration-basics/
In a large-but-simple n-body simulation like this, where every body is integrated at once, variable timestep has to keep the pace of the body that potentially has the most error. With variable timestep, as you add more bodies you end up running at a fairly steady but very slow pace, not only with the slightly slower timestep but also with the added overhead of the error prediction calculations.
The solution we used when I was studying this was to group nearby bodies together, and groups could be integrated independently and at different timesteps to each other. To bodies outside the group, the group appeared as a single point mass positioned at the centre of mass of the group.
This simulation is built around Euler integration - which is pretty much the easiest numerical integration technique:
http://en.wikipedia.org/wiki/Euler_method
Even with fairly simple differential equations and numerical integration techniques you can model some really interesting stuff.