Gravity Simulator A-Go!

Posted in: Gravity Simulator | March 31, 2014 | No Comments

If you’re reading this, you’ve probably played around with my original Gravity Simulator, posted way back in 2011.  And you’ve probably heard me talk about the upcoming update to the simulator — with tons more bells-and-whistles.



It’s here.

I present: the *New* Gravity Simulator


Lets' DO This!

Lets’ DO This!


The simulation has a bunch more power (3000 planets is handled with ease), a bunch more options (change planet colors, track objects, tweak the calculation precision), and a bunch more gravity (citation needed).

There’s a free online version, just like before, that you can play here.  And if you really like gravity, you can always download the Full Version, which lets you play in full-screen mode, runs a lot faster, and will have even more features than the online version.  (Available on PC/Mac/Linux)  And, if that isn’t enough, you’ll be supporting me in developing this simulation.

Both are in alpha still, which means they’re constantly being changed and improved.  (In fact, as of this blog post, an update has already come out… Version 0.26.02).  So if you find a bug, or see room for improvement, swing by the forums to let us know about it.  Your suggestion might just make it into Version 0.26.03!


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Bond Breaker!

Posted in: Bond Breaker | March 10, 2014 | 1 Comment

I’ve been working on a brand new game over here, and up to this point I’ve been pretty hush-hush about it.  (Mainly because there have been so many other things to talk about!)  But get ready for: Bond Breaker.

Neat factoid: this is a game that I’m making for a physics research group out at UC Irvine. They’re called CaSTL (Chemistry at the Space-Time Limit), and their research is on manipulating and breaking individual molecular bonds.  Basically, they use lasers and scanning tunneling microscopes to blast apart molecules.

So boring!  How could that possibly be a game?

Oh, wait, it’s the perfect material for a game.


Aaah!  So much perspective!

Aaah! So much perspective!


You are a proton navigating a world of puzzles and spikes.  In order to get to the goal, though, you’ll need to use some atomic and molecular physics.  You’ll pick up electrons from the tunneling microscope.  You’ll bond with other protons to form H2.  You can even zap in some laser light to excite some electrons.

As always, the physics in the game aims to accurately represent the real stuff.  (Note: yes, that means that protons are really blue, with white outlines)


Which way, which way...

Which way, which way…


The game is still very much a work-in-progress, though I have posted the current (alpha?) version online already.  If you’d like to check it out and give some early feedback, swing by the forums to join the discussion.



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