Open Wicpar opened 3 years ago
@Wicpar seems like object with mass of 10000 suns should be a massive black hole - not sure if accrete can cover this, but still what a beautiful case! From first sight it seems that 0 radius comes from kothari radius equation - i will investigate it further.
Indeed, i didn't realize that even suns with more than 1000 times the suns radius only have about 10 times the mass... Anyway it would be interesting if the model could generate Black holes ! Maybe the algorithm could be generified to capture dust bands around each body recursively, being able to generate orbiting stars and even black holes if the conditions are right. Maybe even moons with moons with moons.
@Wicpar "Maybe the algorithm could be generified to capture dust bands around each body recursively, being able to generate orbiting stars and even black holes if the conditions are right. Maybe even moons with moons with moons." - it is possible, but I not sure how to make it physically correct. I think original Accrete used this mechanics only for planets around the single star, I think even moon and rings generation was not the part of original Accrete...
Actually multi star system version of Accrete should be fun challenge :-).
BUT! If you interested in procedural star system generation in a scale of galaxy, I recommend you to watch this awesome video about Elite Dangerous Stellar Forge. https://www.youtube.com/watch?v=Vz3nhCykZNw
Thanks for the link ! That is definitely an idea, i'll take the time to watch it :)
I've been thinking of having a fictional matter table that could influence the generation of a star system and it's distribution within it. Not a subatomic model of all atoms, but more like a matter/energy/entropy/stability based system to determine matter properties and conversion.
The idea would be to have a graph that maps the energy needed and released by different reactions, each reaction can only happen if total entropy increases. The reaction is determined by the elements available and the energy in the environment. If multiple reactions are possible they are distributed according to their closeness to the ideal environment. Each element is attributed a mass and density based on their relationship to the others so that the matter Energy conversion is respected. This could lead to interesting distributions of matter. This would also be a simple enough mechanic to simulate ship battles, economies and a research 'tree'. Each new order of magnitude reached representing a new step in technological advancement and power.
Instead of individually simulating such activities, i would use histograms to approximate them. For instance an asteroid field is high entropy. If you want to artificially aggregate it into a planet not only will you need to expend the energy, but that energy will be expended with a total of higher enthropy, probably converted to some exhaust like radioactive isotopes that will produce a new dust ring spanning a wider area than it used to. It might not kill your people immediately, but it will reduce their lifespan as they absorb that higher enthropy and convert it into a more manageable form. Things like that.
@Wicpar Sounds like interesting approach, and also quite scalable! For sure it will be engaging to explore and utilize such mechanics in game.
generates lots of planets with 0 radius but with moons and rings