Grant Kot masterfully translates complex two-way coupling into a seamless visual experience, proving that technical rigor is the ultimate foundation for digital elegance. This work elegantly resolves the inherent tensions between discrete particles and continuous structural constraints.
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Hi everyone, today I'm going to show you a early preview of the structures system I'm working on adding to 2D space simulator.
So, everything is still in development and right now I'm still dealing with a lot of you know missed collisions or intersections if things are moving too fast.
Uh the lines and the particles are supposed to be two-way coupled.
So, the lines can both push the particles as well as have the particles push them.
Um and I think you can use your imagination to see uh some of the maybe possibilities that will be possible in the future, I guess.
Uh at the moment there are still a lot of light leakages especially with these thin lines.
Um so at some point >> [music] >> uh I'm going to have to try to do a higher quality implementation of the radiance cascades.
Um yeah.
And yeah, as always this whole uh simulator is still in development. I have got a huge list of features that I want [music] to add.
And I've gotten some really great comments with like feature suggestions and I'm going to try to work through them all. A lot of them [music] are you know, a little bit more difficult but I think I can get them um brought into the system.
I'm also trying to learn a lot about chemistry and do some like and try >> [music] >> um and once that is done I'll be able to uh grow the material list.
Um already [music] um all the materials have quite a few parameters [music] that can be tweaked behind the scenes.
And with the phase changes, temperature points, like it's already a lot of data that has to be done. And so I want everything to settle a little bit more before I start growing the material list.
Um yeah.
I guess the second part of the video kind of goes more about the rotational [music] camera and the camera tracking stuff.
Um when you're in the local [music] frame of reference of some orbiting body, when you emit uh the velocity gets kind of initialized [music] to that. So you can easily create stuff that is like [music] kind of in sync with a orbiting object.
There was a feature request to also do an orbit tool helper.
Uh I need to take some time to figure that out. I have uh because there's like a lot of bodies involved.
And so yeah, I'm actually very much a newbie in [music] astrophysics.
Very much a newbie in chemistry.
So I'm going to have to take some time to learn all this stuff.
For black holes, I need to learn a little bit [music] more as well.
You need to learn about like post-Newtonian [music] physics or something like that, I think, to account for relativity.
Yeah. If you guys have any good like learning suggestions, uh feel free to shoot them over.
Um but yeah.
I'm having a lot of fun and seems [music] some of you are as well.
Um let's keep on making this a better simulator and thank [music] you for all the time you're spending with the feedback and testing this out.
It is still in early development and hopefully uh it still has a long way to go.
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