Gravity Art Megathread

What did you draw?
DavidAllyn68
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Re: Gravity Art Megathread

Post by DavidAllyn68 » Mon Dec 16, 2013 3:02 pm

Ah.. I see... Color would be a body object property/field. How about if color stays as body property, however brightness/saturation is a function of the velocity/proximity?

exfret
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Re: Gravity Art Megathread

Post by exfret » Mon Dec 16, 2013 6:27 pm

testtubegames wrote:Uh oh, exfret is overclocking again!
Actually, I was a little more serious about that stuff than I am about most of my 'overclocks'.
testtubegames wrote:Interesting stuff with color changing. I'd like to give the planets selectable colors ("this one will be red, this one green")... which might not work perfectly with this idea.
Maybe you could go with David's idea.
testtubegames wrote:But maybe I could make it a toggle on/off option.
[Put reply here]

Also, you placed a \ where you meant to place a / for the quote. You can fix it, I don't care about looking like an idiot for posting about something that a future user might not see. Of course, once they read this they will have an explanation anyways, so I won't look like an idiot. I wonder what it would be like for a future user to be reading this, and knowing I'm talking about them... If you are a future person reading this, hi, I'm exfret. What's your username? Maybe you're a guest. About the guests, why would anyone ever be a guest? I mean, why not just register? I guess that is what lots of people have done considering the high number of people joined w/ zero posts...

Edit: ... from the Fuuuutureeee! (fixed my quote, thanks exfret! -The Management... which is living in the future)
Nobody ever notices my signature. ):

exfret
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Re: Gravity Art Megathread

Post by exfret » Wed Jan 22, 2014 1:05 pm

Look, I made an ellipsy!

Code: Select all

Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 0.34,xSet: 0,ySet: 0], [x0: -32,y0: 29,vx: 0,vy: 0,t0: 0,who: 1,m: 10000000], [x0: 810.84,y0: 81.91,vx: 1.61,vy: -23.84,t0: 20.6,who: 3,m: 0]
It degenerates due to the star's high gravity. You should try it on limited and full orbits.
Nobody ever notices my signature. ):

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testtubegames
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Re: Gravity Art Megathread

Post by testtubegames » Thu Jan 23, 2014 4:39 pm

exfret wrote:Look, I made an ellipsy!

It degenerates due to the star's high gravity.
"AAAAAAAAAHHHH! Why?!?!??!?!" screams everyone on that planet.

Looks really funky on limited orbits when the planet gets close to the star. Kinda looks like a 1980's line-art game... asteroids or something.

A Random Player
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Re: Gravity Art Megathread

Post by A Random Player » Sun Feb 09, 2014 1:39 pm

I accidentally made this:

Code: Select all

Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 171,ySet: -167], [x0: -231,y0: 211,vx: 0,vy: 0,t0: 0,who: 1,m: 1000], [x0: -45,y0: 217,vx: 0,vy: 0,t0: 19.8,who: 1,m: 1000], 
[x0: -132,y0: 72,vx: 0,vy: 0,t0: 60.3,who: 3,m: 0]
The asteroid stays on the right side until it goes through the star. Interesting/mathematical?
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
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wtg62
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Re: Gravity Art Megathread

Post by wtg62 » Wed Feb 12, 2014 2:28 pm

testtubegames wrote:"AAAAAAAAAHHHH! Why?!?!??!?!" screams everyone on that planet.
Would they even be alive to scream? They would've either been fried or frozen! :P

Anyhow, check this out!
Be sure to click on the blue planet with the cursor tool and click 'View world from it'!
It gets closer and closer to it, and then it slows down, it's almost like a spiral.
Pretty cool, right?

Code: Select all

Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: -27.5,y0: 42.5,vx: 0,vy: 0,t0: 0,who: 1,m: 1000,c: 1], [x0: -80,y0: 42.5,vx: -0.03,vy: -4.37,t0: 335,who: 3,m: 0,c: 2], [x0: -25,y0: 5,vx: 6.2,vy: 1.43,t0: 532,who: 3,m: 0,c: 0], [x0: -12.5,y0: 7.5,vx: 5.23,vy: 2.73,t0: 2780,who: 3,m: 0,c: 0]
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testtubegames
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Re: Gravity Art Megathread

Post by testtubegames » Thu Feb 13, 2014 1:31 pm

A Random Player wrote:The asteroid stays on the right side until it goes through the star. Interesting/mathematical?
You know, I've seen that before, too -- but haven't thought too much about it. Now that you bring it up, though, it is interesting trying to figure out what's going on. It's not quite conservation of energy -- since the asteroid *could* make it over the hump between the gravitation wells of the stars. And it's not simply conservation of angular momentum -- since there's nothing to prevent it from circling the other star. But I sense it's a combination of both of those -- where when it is directly in the middle, CoM requires that it aims perpendicularly to the stars (so it can no longer approach the other star). There must be a very clear explanation, though...
wtg62 wrote:It gets closer and closer to it, and then it slows down, it's almost like a spiral.
Neat -- doesn't quite want to get close. I think I'm encountering that bug you noticed with loading things -- since it changes each time I load it. I think I have an idea what's up...

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wtg62
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Re: Gravity Art Megathread

Post by wtg62 » Sat Feb 22, 2014 4:53 pm

Planet w/ mass orbiting a binary star:

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Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: -27.5,y0: 45,vx: 0,vy: 0,t0: 0,who: 2,m: 1522,c: 0], [x0: -25,y0: 17.5,vx: 8.83,vy: 3.87,t0: 263,who: 2,m: 861,c: 0], [x0: 5,y0: -142.5,vx: 3.87,vy: 0.07,t0: 1095,who: 2,m: 100,c: 2]
Surpisingly, this orbit is rather stable! Only slightly eccentric and the shape of the orbit *barely* changes. I've never made a stable orbit around a binary system in GSim.

Also, the loading glitch seems to be caused by the t0 variable in the save code. The above code may not load due to the t0 variable.
I've actually tried loading it with each object having t0 = 0, and everything loaded (except the velocity was different, so I didn't get a stable system.)
Speaking of which, what does the t0 variable do?
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wtg62
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Re: Gravity Art Megathread

Post by wtg62 » Fri Mar 28, 2014 11:20 am

The most perfect/consistent co-orbital object:

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Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 1000,c: 1], [x0: -125,y0: 0,vx: 0,vy: 1.63,t0: 0,who: 3,m: 0,c: 0], [x0: 75,y0: 0,vx: 0,vy: -3.651484,t0: 60,who: 3,m: 0,c: 0]
Wait for epoch (Time on the clock) to be 60.
The planet with a circular orbit will appear at that time, click on it and click 'ptolemy', for a weird orbit-shape from the planet with the eccentric orbit!
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A Random Player
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Re: Gravity Art Megathread

Post by A Random Player » Fri Mar 28, 2014 4:30 pm

wtg62 wrote:The most perfect/consistent co-orbital object:

Code: Select all

Gravity Fun at TestTubeGames.com: [ForceG: -2,Qual: 1,Zoom: 1,xSet: 0,ySet: 0], [x0: 0,y0: 0,vx: 0,vy: 0,t0: 0,who: 1,m: 1000,c: 1], [x0: -125,y0: 0,vx: 0,vy: 1.63,t0: 0,who: 3,m: 0,c: 0], [x0: 75,y0: 0,vx: 0,vy: -3.651484,t0: 60,who: 3,m: 0,c: 0]
Wait for epoch (Time on the clock) to be 60.
The planet with a circular orbit will appear at that time, click on it and click 'ptolemy', for a weird orbit-shape from the planet with the eccentric orbit!
"Interesting. The Semi-major axes are the same.. HOW DID YOU MANAGE TO DO THAT?!"
I've done this before though: viewtopic.php?f=7&t=152
Though you have a circular orbit with an orbit with e = 2/3, as opposed to my constant eccentricity orbits. Did you get this by calculations?
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!

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