![universe sandbox 2 accretion disc simulation universe sandbox 2 accretion disc simulation](http://universesandbox.com/blog/wp-content/uploads/2015/06/Universe-Sandbox-%C2%B2-Soundtrack-Alpha-15-650x365.jpg)
![universe sandbox 2 accretion disc simulation universe sandbox 2 accretion disc simulation](https://vsetop.org/uploads/posts/2015-06/vsetop.com_1435393366_scr2.jpg)
It then has to make 12 such calculation heavy steps to go the whole year. Perhaps it can only move forward in smaller steps of one month, while maintaining accuracy. You may ask it to move forward one whole year every time a frame is drawn, but depending on the simulation, this may not be something it can do in a single calculation. It has to look at how every object moves and then figure out where it will be after some elapsed time. That means that it performs calculations to go from one frame to the next. Running SPH on the GPU on a gaming system should give adequate performance. It will generally be worth it, though, since it models some very interesting effects. SPH, for fluid dynamics, is not a cheap method and it will require a great deal of the system running it. Only fluid dynamics will add that.Īs to performance. A self colliding and self gravitating ring with seed particles would have no viscosity. The reason I did not mention that either is that supposedly viscous forces are the driving mechanism behind various phenomena in an accretion disk. It was actually planned for a previous update, and will likely come in a later one, to allow the user to create an "accretion disk" with initial "seed particles", so accretion could be seen over time. The reason I didn't mention a ring was that the default rings are not self gravitating and self colliding and therefore will not form larger objects over time.
![universe sandbox 2 accretion disc simulation universe sandbox 2 accretion disc simulation](http://images.sftcdn.net/images/t_optimized,f_auto/p/4d4b5b9c-96d2-11e6-b300-00163ec9f5fa/693980572/universe-sandbox-2-screenshot.jpg)
So technically it IS possible currently, just much harder than what it will be when SPH is put to use :-) (and also it really pulls on computer resources, but I don't see how using SPH will do this any less)įeel free to correct, when you feel it appropriate. It's all about making the disk yourself :-) Though in this case, it doesn't model the gasees collapsing into a disk because of the conservation of angular momentum, as stated above, and that's why I say it's not proper, because it starts a few million years after that occurs, in a planetary system's formation. But the way you make it isn't exactly.proper. Originally posted by SpacePioneer:I'm sorry to "correct" a dev, but have a young M-dwarf system running on US2 right now. So technically it IS possible currently, just much harder than what it will be when SPH is put to use :-) (and also it really pulls on computer reources, but I don't see how using SPH will do this any less) I'm sorry to "correct" a dev, but have a young M-dwarf system running on US2 right now. planets.įor some examples of fluid dynamics, using the discretization method called Smoothed Particle Hydrodynamics, see The slightly longer explanation is that we are adding fluid dynamics, which allows us to model a gas cloud collapsing and spinning up (due to conservation of angular momentum) flattening out to a disk and condensing into lumps of material, i.e. Originally posted by Greenleaf:Currently no.