Interesting gravity laws
Posted: Sun Apr 27, 2014 5:03 am
Share interesting gravity laws you found, here!
I'm really trying to look for some gravity laws that are rather weird, unique, and of course have awesome looking results.
Here's a list of some I found, and some we already know about.
Hint for finding interesting laws: r is the distance an object is from another object.
I'm really trying to look for some gravity laws that are rather weird, unique, and of course have awesome looking results.
Here's a list of some I found, and some we already know about.
- r^-2 - Default *not a yawn, because conic sections aren't boring*
- r^-3 - Spiral 'orbits'. Stable orbits are difficult to create without holding 'c'.
- r^0 - Force is always 1. Infact, you can just write this as 1.
- r - All orbits are stable. Can also be inputted as r^1.
- r^x - Where x is a positive number that is not 1 or 0. Objects are pulled with greater force the further away they are from each-other, allowing star/flower shaped orbits to be made. Try r^100, too.
- tan(r) - Crazy orbit shapes (when there is more than 1 source of gravity), planets oscillate back and forth. They really are fascinating.[/b]
- tan(1/r) - Trajectory predictions are weird, and do not predict what'll actually happen. Things are flung about, everywhere.[/b]
- sec(r) - Similar to tan(r). Goes crazy when asymptotes are reached (Multiples of π, I believe).
- r-1 - Caught by A Random Player. Objects attract and repel each-other at certain distances, meaning they'll oscillate.
- r-1.1 - Like r-1, only different.
- abs(tan(r)) - Similar to tan(r), just that the force of gravity is never negative. (*boing* *boing*)
- tan(tan(r)) - Unpredictable results may occur. Objects are pulled about in random directions if more than one object with mass is present.
- sin(tan(r)) - Like tan(tan(r)) except a bit more 'precise' as exfret said.
- tan(sin(r)) & tan(cos(r)) - Try giving r a coefficient and this'll be more effective. More oscillating.
- 10*tan(r-pi/2) - Springy!
- cos(r) - Distant orbits are springy, while close ones resemble r^0.
- sin(r) - Wobbly orbits.
- log(r) - Flower orbits, *yawn*
- (e*r)^(e*r)/(abs(e^(e*r)-(e*r)^(e))+0.05)+0.15/r^3 - Try it for yourself... Thanks for finding it, Stargate!
Hint for finding interesting laws: r is the distance an object is from another object.