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| Star quality: All star/emissions/light related foolishness goes here. | |
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+9Deathbite42 Poisson R136a1 Djohaal Redstar Xenopologist caekdaemon ~sciocont Mysterious_Calligrapher 13 posters | |
Author | Message |
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Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Thu Aug 30, 2012 9:33 pm | |
| A chart's better than an essay. | |
| | | Calfeggs Newcomer
Posts : 47 Reputation : 1 Join date : 2012-08-27
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Thu Aug 30, 2012 9:37 pm | |
| - Deathbite42 wrote:
- A chart's better than an essay.
I'll consider, I am not too good with complicated charts like that. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Thu Aug 30, 2012 10:31 pm | |
| We already have a table of this somewhere around here... | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Fri Aug 31, 2012 9:06 am | |
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| | | Seregon Regular
Posts : 263 Reputation : 37 Join date : 2011-08-10 Location : UK
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Fri Aug 31, 2012 9:39 am | |
| - ~sciocont wrote:
- We already have a table of this somewhere around here...
It's in the OP to this thread (the first spoiler). | |
| | | Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Fri Aug 31, 2012 10:06 am | |
| I was thinking that we could hopefully designate someone to spend time reading about non main sequence stars: brown dwarfs, red dwarfs, and all the other non main-sequence stars on this table: I've been having a look, but it will go a lot quicker if multiple people research and understand it. *Edit: When did we stop being able to insert pictures? Link to the table is here. | |
| | | Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Wed Oct 10, 2012 7:26 pm | |
| As i asked somewhere else ( Here), how is the physics engine going to be handled? I would understaund that for the galaxy it would be spore-like, with solar systems pinned down in space and unable to move. But for solar systems at least, it should be calculated, as the code is not dificult nor it is processor intensive. As such, any possible configuration that the user is able to find should be alowed by the system. Another problem is if the distance from the planet makes the planet able to live in. - Spoiler:
For any given objec, you would need to store its position (x,y and maybe z if you want 3D)(2-3 doubles), mass (unsigned (long) int), radius (unsigned int)(for collision detection and density) and speed (2-3 floats).
That means 32-44 bytes per object, probably much smaller if we move up the units (store kilometers instead of meters) until rounding makes noticiable changes. That means that in 1 GB of Ram we can store over 134 million objects, making the processor be the limiting factor. Based on my experience over the solar system being simulated on a smartphone, i'd say that we could simulate something similar to the solar system (sun, 8 planets, 5 planetoids and maybe like its 20 bigest satelites) without the processor even noticing it. If we deprecate some interactions (like between earth and pluto), it would be even better.
I have even an idea on how to store planets topografy and such, at least if they are not habited. If we get some kind of planet generator, we could just store its mass, radius (wich we alredy do) and a randomly generated seed and have the planet generator recreate the planet every time we zoom in at it. Just like minecraft generates worlds, same seed always yields same world. This way, instead of storing thousands of planets that you are likely not to visit anymore, just store a seed and give the processor a little work (this will only work if the planet generator is fast enough to compensate for smaller save files). Habited or played modifyed planets would need to be stored completely of course.
Maybe a simple editor option that places a planet somewhere on the habitable radius of the star, on a perfecctly circular orbit (or eliptic) using kepler laws, and a more complicated editor interface that alows you to place celestial corpses anywhere you want with the properties you want. EDIT - Probably giving the user te option to run a simulation just to check how will its solar system be after some million years (without rendering anything in between, or it would take ages), or even easyer, a phisical operation to check wether the planet will eventually escape from its orbit (Mechanic energy = Cinetic energy + Potential energy < 0) Going back on topic, i think the only data to be stored about a star should be mass and radius. With that, you can extrapolate the star type, even being able to program black holes as stars, as they fit in the size to mass correlation of stars. The only other fact that you might need to store for full star symulation would be its age, as stars change when they get old. This can make a diference because as stated before, big stars have shorter lifespans. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Thu Oct 11, 2012 6:33 pm | |
| If yo look at the "planetay climate maths" thread, we've already begun work on some of this. I definitely agree about storing only the basics of the star. The problems I can see with dynamic systems is that players might get a little angry when their planets are yanked out of orbit or smashed together, and that irregular and elliptical orbits will further complicate the light intensity equations that we have. | |
| | | Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Sat Oct 13, 2012 10:20 pm | |
| - ~sciocont wrote:
- If yo look at the "planetay climate maths" thread, we've already begun work on some of this. I definitely agree about storing only the basics of the star. The problems I can see with dynamic systems is that players might get a little angry when their planets are yanked out of orbit or smashed together, and that irregular and elliptical orbits will further complicate the light intensity equations that we have.
To start off, i supose the equations applicate to the Population dynamics thread, as the equations from your thread need to be used somewhere. First, the equations there are not really complicated. They are usefull as long as you have a planet similar to earth, rotating in a perfect circle around a single star similar to the sun. If you want to have the seasons (whatever they are, they are not necesarly spring, summer, autumn and winter, as even on earth there are more or less seasons depending on zone (a wikipedia article about seasons was here, but i cannot post it, just search season on wikipedia)) afecting the evolution of the population, and also auto-evo, you can just calculate these variables every time you need them, it doesent take the computer much time to do so, and alows you to have really open planet configurations. - Spoiler:
For any given distance from a planet to its star d, the star total energy ouput is spreaded around a sphere of radius R, so its energy (E_star) by square meter is E_star/4*pi*d*d.
The planet is recieving from a surface equivalent to a circle of its radius (pi*r*r)
So the total energy recieved by a planet by a star would be E_recieved = (E_star/(4*pi*d*d))*(pi*r*r), which is equal to E_recieved = (E_star*r*/(4*d*d))
Once you have that, you can calculate how much energy each area is recieving just by multiplying its surface (as a vector) by E_star/4*pi*d*d (as a vector pointing from the star to the planet)
Second, unless two corpses colide (which is unlikely given how big is space) any orbit between the minimum orbit speed and the scape speed (look at spoiler) is stable as long as it is orbiting around a big enough mass (any star or group of them). For a planet rotating around a single star in a binary star system, i'm not so sure, but given the right starting variables it's probable that it is possible. - Spoiler:
In order to stay in orbit, an object (from now on planet), needs to be moving in an Uniform Circular Movement whose centripetal force is at least as big as its its gravitation force, so the gravitation force doesent move the planet to the star.
Grav_F <= centr_F
Grav_F = G*m*M/(r*r) centr_F = m*v*v/r
sqrt(G*M/r) <= v --> v >= sqrt(G*M/r)
For the planet not to escape the gravitation field, its Mechanic Energy must be less than 0, which means that the corpse is still in the gravitational field (a Potential energy of 0 means that the object has escaped the field, given the formula PE = -G*m*M/r, PE reaches 0 from below as r becomes infinite). As such, ME = PE + KE < 0
PE = -G*m*M/r KE = 0.5*m*v*v
v < sqrt(G*2*M/r)
Then:
sqrt(G*2*M/r) > v >= sqrt(G*M/r) G*2*M/r > v*v >= G*M/r
That 2 gives a HUGE window at which the orbit is stable (it wont colide with the star, and it wont escape its gravitational field)
After all that post, i leave you an apologize for all the probable mistakes on my writing. I also leave an Android aplication that i made simulating gravity systems (it doesent allow me to post it, you'll have to wait). It is in spanish at the moment, i can translate it if you dont understaund it just pm me about it. Every 50ms it starts a cycle. Each cycle calculates 10000 calculations, each being of 1 second, so it runs at 200000 times speed with a 1 second precission. Most of the processing power actually goes to drawing the planets, not the calculations. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Sun Oct 14, 2012 9:48 am | |
| Light levels and heat levels allow us to set up discrete biomes on a planet- that's why we need them. So long as we can keep planets in stable, nonintersecting orbits, I'm fine with putting them anywhere. If we can't simulate planets within binary systems well, we might as well ignore them and focus on single star systems. | |
| | | Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Sun Oct 14, 2012 11:50 am | |
| Oh, yes, biomes, i didnt remember that. In order to have complex gravitation systems we would need some kind of continous biomes, i mean, not x amount of disctinct biomes, but a graduation of them. Just as stars, not only a closed table with 6 kinds of stars, but stars defined by size and mass. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Sun Oct 14, 2012 12:05 pm | |
| - Daniferrito wrote:
- Oh, yes, biomes, i didnt remember that. In order to have complex gravitation systems we would need some kind of continous biomes, i mean, not x amount of disctinct biomes, but a graduation of them. Just as stars, not only a closed table with 6 kinds of stars, but stars defined by size and mass.
We already have it figured out. | |
| | | Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Star quality: All star/emissions/light related foolishness goes here. Mon Oct 15, 2012 4:43 pm | |
| - ~sciocont wrote:
- We already have it figured out.
I supose they are alredy decided and more or less closed (althrough i might have missed a newer post saying otherwise) but we can still work around that. For example, do a test run of the planet we want to decide the biomes in and record how much energy it is recieving at each time. Then, do the needed calculations, like max and min energy recieved, difference between them and so on, compare them with a your table of posible biomes and you have it, biomes decided. this way will also take into account the diference between day and night as in slow rotating planets, this could even mean seasons driven by slow changing sunlight. Anyway, it is just a sugestion. - Spoiler:
Actually really long nights would mean that plants need to store resources for the night, but to evolve that they need to evolve from monocellular, and in that scale i dont think it would be possible for a plant cell to survive. - Spoiler:
Maybe some kind of hibernating plant? Or a plant that moves around the planet always beeing on the sunny side? Anyway, enough offtopic for the mooment
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