Ultimate space simulation software

 
nbella91
Observer
Observer
Posts: 6
Joined: 10 Sep 2019 20:38

Physical simulation of the space engine

17 Jun 2021 17:09

I'm sure you've looked at Kip Thorne's paper on rendering the Kerr black hole for the movie Interstellar
And for the movie they still settled on a similar rendering technique to what SE uses, non-Kerr and nonrotating.
I believe, according to Kip Thorne's book "The Science of Interstellar", they did stay with Kerr for the movie but reduced the spin from something like 99.9999% the maximum possible spin rate from the initial simulations to only 60%.  They also ignored the doppler shift of the accretion disk in the movie.  The paper seems to back up this statement (a/M=0.6).  Both decisions were motivated by trying to not confuse the audience too much though I would have loved to see a full IMAX quality image at a/M=0.999 and doppler shift!
 
User avatar
Challenger
Space Tourist
Space Tourist
Posts: 29
Joined: 26 Oct 2020 08:45
Location: USA

Physical simulation of the space engine

24 Jun 2021 04:34

If we are talking about fiction, it should be understandable to ordinary people. Of course, if you understand a little more than an ordinary viewer or reader, then you want a more complete immersion in the topic. But for an uninformed person, this information is enough.
 
User avatar
longname
Pioneer
Pioneer
Posts: 344
Joined: 13 Apr 2017 07:20
Location: ∞/The Multiverse/The Universe/Local Cluster/The Milky Way/Orion Arm/Sol System/Earth-Moon/Earth/UK

Physical simulation of the space engine

29 Jun 2021 14:20

I'm sure you've looked at Kip Thorne's paper on rendering the Kerr black hole for the movie Interstellar
And for the movie they still settled on a similar rendering technique to what SE uses, non-Kerr and nonrotating.
I believe, according to Kip Thorne's book "The Science of Interstellar", they did stay with Kerr for the movie but reduced the spin from something like 99.9999% the maximum possible spin rate from the initial simulations to only 60%.  They also ignored the doppler shift of the accretion disk in the movie.  The paper seems to back up this statement (a/M=0.6).  Both decisions were motivated by trying to not confuse the audience too much though I would have loved to see a full IMAX quality image at a/M=0.999 and doppler shift!
You can tell that Gargantua isn't a Schwarzschild black hole as Doc suggests just from the shape of the event horizon.
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
collpp
Observer
Observer
Posts: 1
Joined: 13 Feb 2022 02:41

Physical simulation of the space engine

13 Feb 2022 04:28

[font=tahoma, Microsoft YaHei, 微软雅黑, 宋体, Malgun Gothic, sans-serif]Why can the game contain so many stars?[font=tahoma, Microsoft YaHei, 微软雅黑, 宋体, Malgun Gothic, sans-serif]Are they generated in real time?[/font][/font]
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1614
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Physical simulation of the space engine

14 Feb 2022 06:47

Yes they are procedurally generated.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
nbella91
Observer
Observer
Posts: 6
Joined: 10 Sep 2019 20:38

Re: Physical simulation of the space engine

27 May 2022 21:43

About a year ago, I asked a question regarding what goes into the gravitational lensing (specifically around the black holes) we see in spaceengine and got some helpful answers.  Now I return with another lensing question!  What goes into the warp drive lensing effect we see in the simulation?  I've never seen warp drive lensing anywhere other than here.  It looks more or less what I would expect given how a warp drive is supposed to work but, again, I can't find a lot of reference material to compare it to.  Is the effect seen in the simulation based off the Alcubierre metric and is there any literature out there anyone knows about that gives a detail description of lensing around a warp drive?  Any insight would be greatly appreciated!
 
User avatar
longname
Pioneer
Pioneer
Posts: 344
Joined: 13 Apr 2017 07:20
Location: ∞/The Multiverse/The Universe/Local Cluster/The Milky Way/Orion Arm/Sol System/Earth-Moon/Earth/UK

Re: Physical simulation of the space engine

28 May 2022 07:36

About a year ago, I asked a question regarding what goes into the gravitational lensing (specifically around the black holes) we see in spaceengine and got some helpful answers.  Now I return with another lensing question!  What goes into the warp drive lensing effect we see in the simulation?  I've never seen warp drive lensing anywhere other than here.  It looks more or less what I would expect given how a warp drive is supposed to work but, again, I can't find a lot of reference material to compare it to.  Is the effect seen in the simulation based off the Alcubierre metric and is there any literature out there anyone knows about that gives a detail description of lensing around a warp drive?  Any insight would be greatly appreciated!
Current warp shader only looks accurate when viewed from the side. Next major update will use the actual metric to calculate the warping and will look much different.
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
nbella91
Observer
Observer
Posts: 6
Joined: 10 Sep 2019 20:38

Re: Physical simulation of the space engine

28 May 2022 10:02

About a year ago, I asked a question regarding what goes into the gravitational lensing (specifically around the black holes) we see in spaceengine and got some helpful answers.  Now I return with another lensing question!  What goes into the warp drive lensing effect we see in the simulation?  I've never seen warp drive lensing anywhere other than here.  It looks more or less what I would expect given how a warp drive is supposed to work but, again, I can't find a lot of reference material to compare it to.  Is the effect seen in the simulation based off the Alcubierre metric and is there any literature out there anyone knows about that gives a detail description of lensing around a warp drive?  Any insight would be greatly appreciated!
Current warp shader only looks accurate when viewed from the side. Next major update will use the actual metric to calculate the warping and will look much different.
Very interesting!  The side view was actually the view I was most interested in.  The front of the bubble appears to behave like "normal" lensing due to the space curving "inward" (negatively).  The back of the bubble curves outward (positively) which I don't think I have ever seen outward lensing before but it seems to make sense given how a warp bubble is supposed to work.  If the warp bubble were to pass in front of a distant star from this side view, the front of the bubble would make the star appear brighter due to the negative curvature and the back of the bubble seems to briefly decrease the brightness of the star.
 
User avatar
DoctorOfSpace
Star Engineer
Star Engineer
Posts: 1354
Joined: 22 Aug 2016 15:04
Location: SpaceX Mars Colony
Contact:

Re: Physical simulation of the space engine

29 May 2022 11:03

About a year ago, I asked a question regarding what goes into the gravitational lensing (specifically around the black holes) we see in spaceengine and got some helpful answers.  Now I return with another lensing question!  What goes into the warp drive lensing effect we see in the simulation?  I've never seen warp drive lensing anywhere other than here.  It looks more or less what I would expect given how a warp drive is supposed to work but, again, I can't find a lot of reference material to compare it to.  Is the effect seen in the simulation based off the Alcubierre metric and is there any literature out there anyone knows about that gives a detail description of lensing around a warp drive?  Any insight would be greatly appreciated!



SE has been using the Alcubierre metric for inspiration for many years now, and the newest update will be even more accurate

CPU: Ryzen 9 5900X @5Ghz - RAM: G.Skill Ripjaws V 64 GB (2 x 32 GB) DDR4-3600 CL18 - GPU: EVGA GeForce RTX 3090 FTW3 ULTRA GAMING 24GB
Quando omni flunkus, moritati
 
User avatar
midtskogen
Star Engineer
Star Engineer
Posts: 1445
Joined: 11 Dec 2016 12:57
Location: Oslo, Norway
Contact:

Re: Physical simulation of the space engine

02 Jun 2022 01:20

Out of curiosity, what would the tidal effects be for a bystander watching a relatively nearby warp bubble pass by?  Would a craft using a warp drive leave a wake of shattered debris of everything it passes?
NIL DIFFICILE VOLENTI
 
User avatar
DoctorOfSpace
Star Engineer
Star Engineer
Posts: 1354
Joined: 22 Aug 2016 15:04
Location: SpaceX Mars Colony
Contact:

Re: Physical simulation of the space engine

02 Jun 2022 12:28

Given the size of the ship, the tidal forces around the bubble in some areas may be severe, but generally if it functions like White suggests, pulses that soften space, then it would just displace objects not rip them apart.  Under the original Alcubierre notion of a very clean sharp bubble, that would rip and tear anything coming into contact with it.
CPU: Ryzen 9 5900X @5Ghz - RAM: G.Skill Ripjaws V 64 GB (2 x 32 GB) DDR4-3600 CL18 - GPU: EVGA GeForce RTX 3090 FTW3 ULTRA GAMING 24GB
Quando omni flunkus, moritati
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Re: Physical simulation of the space engine

05 Jun 2022 04:39

Under the original Alcubierre notion of a very clean sharp bubble, that would rip and tear anything coming into contact with it.
Protective force field!
 
User avatar
longname
Pioneer
Pioneer
Posts: 344
Joined: 13 Apr 2017 07:20
Location: ∞/The Multiverse/The Universe/Local Cluster/The Milky Way/Orion Arm/Sol System/Earth-Moon/Earth/UK

Re: Physical simulation of the space engine

09 Jun 2022 11:08

Given the size of the ship, the tidal forces around the bubble in some areas may be severe, but generally if it functions like White suggests, pulses that soften space, then it would just displace objects not rip them apart.  Under the original Alcubierre notion of a very clean sharp bubble, that would rip and tear anything coming into contact with it.
Could something similar to an Alcubierre drive be used to create protective forcefield, or isolate something from the gravity of a nearby object and allow it to float freely without accelerating against gravity?
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]

Who is online

Users browsing this forum: No registered users and 1 guest