Upcoming Update v0.7


I will soon be releasing update v0.7. This update includes a number of changes, fixes, and added features. The specifics are listed below. Note that this update will not be considered Release 3, and so should be considered a type of 'Beta' release prior to Release 3, which will likely be v0.8.


Upcoming Changes

  • Now uses compute shaders for gravitational force calculations. The game is now capable of handling 5000 particles in the scene at 30fps if they are are in a single conglomerate object, and runs much better if none are touching (the limiting factor at this point seems to be rendering and the Unity-handled rigidbody interactions). At the moment this algorithm runs in n^2 (brute force) time.
  • Rearranged / updated UI. Now features some universal readouts, such as the total number of particles.
  • New object types. You can now select different types of objects to spawn in the CLICK 'N' DRAG mode.
  • Speed of light. With the defining of a speed of light comes a plethora of strange near-speed of light interactions. These are very much still in development and are probably not entirely accurate. However, the Schwarzschild radius will work to produce accurate black holes. View the in-game escape menu to see the simulation's universal constants.
  • Custom spawn fields. You can now customize your own spawn fields including minimum and maximum masses, the max speeds, and the number of particles. Note that the particles are assigned a random velocity from 0 to n in both their X and Y axes, so the actual magnitude is n√(2).
  • Barnes-Hut Algorithm. This algorithm treats groups of far-away particles as a single force, reducing the computation time from a brute force n^2 complexity to n log n. https://stackoverflow.com/questions/23329234/which-is-better-on-log-n-or-on2
  • Toggleable computation. Press J to toggle on and off the compute shaders, and H to toggle between Barnes-Hut or brute force. By default the compute shaders are set to TRUE and Barnes-Hut is also set to TRUE, but if the compute shaders are set to TRUE this overrides use of Barnes-Hut.

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