Re: Gravity Sims: are any accessible?

2020-08-01 Thread AudioGames . net Forum — Off-topic room : Rastislav Kiss via Audiogames-reflector


  


Re: Gravity Sims: are any accessible?

Depends on point of view and number of dimensions. I was thinking primarily about a 2D simulator, as it's a good compromise between making the thing realistic and easy to track.A look from upside is in this case the best position imo, as you can be aware of all objects with a good scale selected.I didn't think about visual and radio aspect much, I was rather taking it as a matter of kinetics.Though it depends of course on the planned use. If it was a task for simulating a look from telescope, calculating the light intensity would be an actual thing.Best regardsRastislav

URL: https://forum.audiogames.net/post/557370/#p557370




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Re: Gravity Sims: are any accessible?

2020-08-01 Thread AudioGames . net Forum — Off-topic room : CAE_Jones via Audiogames-reflector


  


Re: Gravity Sims: are any accessible?

Eh. Using beacons with adjustable rolloff / zoom / Doppler should be reasonable-ish. The trouble is distance, since bright objects can be seen from much farther away than loud objects can be heard. Maybe audio approximating radio would work better, since we do have astronomical radio signals that can be converted into  audio. Let the user adjust the max distance from which a sound can be heard, and the shere scales involved will do the rest. You'll find instead that you'll want to use pointer-type beacons, like Swamp or New Horizons, and even then, I expect it would be a mess.

URL: https://forum.audiogames.net/post/557360/#p557360




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Re: Gravity Sims: are any accessible?

2020-08-01 Thread AudioGames . net Forum — Off-topic room : Rastislav Kiss via Audiogames-reflector


  


Re: Gravity Sims: are any accessible?

Hello,@1: that's a very interesting question, which I was thinking about too some time ago. A gravity simulator is not a complicated thing, it's a classical n-body problem with some tricks for scenarios where tighter interactions are happening.n-body problem itself is rather abstract, if you use well-known formulas from physics, you get a gravity simulator.Crashes would be another thing of course, here i would probably set a condition that all crashing bodies are tough enough to not get destroyed, as proper decay simulation is another science.It's probably not very surprising, that I didn't find any accessible simulator. I was thus planning to develop my own, although the idea was never realized due to more important projects being in queue.The most important question was, how to even make the data accessible. Yes, numbers can tell you informations about position, velocity, acceleration or jerk of bodies, but that's very hard for imagination to process properly. Even with two bodies, while normally you'll probably want 10 and more.Just to clarify, I wanted a sight-like experience, where you could track things in real time and see their trajectory, relative distances, speeds etc.I thought out a system, where each body would have a unique sound, which would change pitch for movement on y axis and pan for movement on x axis, like nvda signalizes mouse position with audio.But this idea was never tested, so i don't know, whether it would really work and how many bodies would be possible to track at once without getting overwhelmed with the gravity orchestra.The best possible solution for this problem would be a tactile display capable of rendering images with haptic quality of microcapsle paper. If we had something similar, it would be a revolution in many areas for us, not just astrophysics.Best regardsRastislav

URL: https://forum.audiogames.net/post/557355/#p557355




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