@@d9gepro2 To be honest, it kind of is. This isn't THAT far off from being a reasonable approximation of a star. The main difference is that the overshoot is the source of the extra energy here instead of fusion, but both happen because of particles getting shoved together too hard.
looka like the sun, but just too tiny too exist. maybe with a billion paricles and some kind of particle fusing, one could try and error its way up to near a real sun. Also about the star Canis Majoris ,its form may be something very similar to 6:42 .
lovely, absolutely stunning Technical question: How does one even stabilize the energy at such high pressures? This is a really valid stress test for any physics engine
off the top of my head (and I'm no specialist : p), you can fiddle with the step sizes (either just reduce them all around, or use a method which calculates the necessary size or a predictor), use higher order methods (which take into account the rate of change of acceleration, and it's rate of change, etc), or try to force constraints (like re-normalizing energy or enforcing minimal distances and etc). The first two options can get really slow really fast. The last will introduce other unphysical behaviour. So yeah, as far as I know there's no way to really avoid this given finite time and an arbitrarily large amount of objects : p
"Sub stepping" (ie dividing each simulation step into N substeps with a dt N times slower) is a first possibility which in the end multiply the cost of the frame simulation by N but it's easy to add and quite robust (it also allows for faster moving object without tunneling effect). Another approach which can be combined with the previous one is multiplying solver iterations (we solve the contacts multiple times in each simulation step) which is a bit less costly than real substeps because spatial partitionning doesn't have to be done at each iteration. But as @yout ube said there are no miracle solutions I guess
@@PezzzasWork I understand about that solution, just increase iterations and you're gtg. But at some point it has to stop, even the universe has a plank time. Is there any way to deal with this issue that doesn't involve adding indefinite calculations for precisions? Maybe not using absolute values for speed and such but use relative values instead? Just guessing.
@@EbonyWolf. yes there is an exact method that's quite efficient. You can calculate the exact time of the next collision (because you know all object future paths, and can do some maths on it). Advance all objects to this moment, perform the collision and repeat. This way you aren't limited to the predefined regular step interval. Another, hybrid way is to use step based iteration, like normal. But once a collision (overlap) is detected; calculate back in time the exact moment of collision, and perform the calculation as if it happened already at that point in time. This is what Rocket League does.
This is probably one of the most beautiful and impressive simulations I've ever seen. I'm pretty sure humanity has discovered the secret of the universe by now, but counted as a memory leak on their program and just fixed it away.
You're kind of talking about a counter argument to dark matter there. We can't explain the exponential acceleration of the universe's expansion under the standard model alone, nor does it match up with the amount of matter we see in the observable universe, which can primarily only mean one of two things: 1) There is a hidden force, possibly a form of exotic matter/energy, which is driving expansion ever faster 2) We done fucked up and magic numbered ourselves into a corner because there is something fundamentally wrong with the standard model. We've seriously misunderstood something at the bottom, and it's causing predictions to collapse at the top.
@@Rudxain We could be forgiven for that since physicists also often use them interchangeably unless specifically discussing both as separate phenomena. There's a lot of argument that they're ultimately the same thing exerting parallel forces. We don't really know one way or another yet.
@@ledumpsterfire6474 But, AFAIK, dark matter only has "normal gravity" while dark energy is kinda "anti gravity". But we don't know enough about neither, so maybe they're connected and we don't know it yet
every once in a while i just binge your videos and recently these beta test videos where you discuss the variables and how they effect the objects really give me inspiration to add more to my game. This video and your newest one about smoke have given me two wonderful ideas. Thanks for all the amazing work you put into your videos.
To echo what others have said this looks like a stellar simulation. The energy released at the core of a star is constantly pushing outward trying to tear the star apart, but the mass of the star and resulting space time distortion that it creates (i.e. gravity) is simultaneously trying the crush the core into a smaller more compact state. Eventually the two forces reach a balance called "hydrostatic equilibrium" where the outward force is equal to the inward pressure. Amazing that this was created via bug.
Very interesting how it forms hexagons after bursting out, you can see it many times around 4:43 through 5:08 If I had to guess why, it is because the spheres are crystallizing into a hexagonal lattice, and drawing a line through opposite vertices of the hexagon corresponds to the close-packed (highest density of atoms in a straight line) crystallographic direction before the explosion. In the close-packed direction of a crystal, the atoms are closer together, so compressive stress is higher in those directions. The explosion would happen along the close-packed directions before any other direction, and that leads to those atoms being farther out in hexagonal close-packed directions because they got a head start. Alternatively, you can think of it as the pressure equalizing in that direction through an increase in volume. As evidence of crystallization in your video, you can see a hexagonal lattice in the small-scale simulations (0:12 through 1:01). You can even see vacancies and dislocations (crystallographic defects) at 1:12. A really good video to illustrate those defects is by Alpha Phoenix, here: ruclips.net/video/sn1Y6zIS91g/видео.html Or you can watch this video from the 50s by a nobel prize winner, which is the original experiment Alpha Phoenix replicated: ruclips.net/video/UEB39-jlmdw/видео.html I've got a background in materials science, had to put in my two cents because the bubble experiment is ubiquitous in the field and this video gave me strong deja vu! You made a great demo
Omg this is so amasing!!! I would be also amasing to see collide two heap particles each other with no speed or pressure visualization but rather with acceleration visualization. Acceleration visualization I mean by sum of all the acceleration vectors what effecting a particle. Keep in mind that the acceleration vector length can change very rapidly, so if you visualize it, it can create some crazy flickering, so it would be also amasing to see if you implement it in a way that the particles color changes not just by their current acceleration vector lengt, but how much time the particle experiencing a given acceleration. Like if they being" heating up" when experiencing a great amount of acceleration and that "charge" being dissipating slowly by time. Please try to create something like this it would be amasing to see it.
This is like when artists got so good at making art look realistic that they had to start making it ugly and abtract in order to show off how good they were. Pezzza is transcended beyond simulating real life, now he makes art out of "buggy" code.
Inspiring! Would be interesting to see with additive shading - usually works best with very low RGB values per particle, and just a smidgen of desaturation, so not purely primary colors. Though often requires quite small particles, a good deal of overlap, and very high count (millions), for smooth effects.
This is fascinating to me (I just found this channel and am binging through it now). This simulation uses a linear force law (which arguably makes "physical" sense in a 2d simulation), but I wanted to try an inverse square law. If you do that (changing a single line in the code), you get much less spectacular results, the particles settle nicely in a clump, but you do still get occasional eruptions from the core, these go into random directions much like solar flares, and they create shock waves, sometimes resulting in secondary eruptions.
dude, you should totally use newton's gravity laws and make them attracted to eachother instead of the center. it would make a similar but much better effect. plus it would basically be the big bang when it explodes. amazing video!
I once had a small, broken lennard-jones simulation that kind of looked like a dbz fight, but this is at another level : ) I'll check the repo when it comes out, but what method did you use for the movement?
This would make a really interesting screensaver, at least, so long as the number of objects didn't actually increase the power usage whenever it turned on.
This reminds me of my experiments with Algodoo.. I wish I could program simply so I could make my own simulators; not only to break limitations of Algodoo and visualize better, but to increase performance, as algodoo simulates many things that I often intentionally reduce to 0 (thus disabling them; but its still simulating the calculations; they're just multiplied by 0 in the end), and getting rid of those unnecessary calculations would be nice.
Most commercial game engines like Unity have visual scripting tools for people who struggle with programming, I recommend you check those out if you're interested.
try processing, it's pretty quick, easy and lightweight, you should be able to do some neat simulations withnit (not as good for more general stuff though keep in mind)
If you give each particle an attraction force to every other particle within a certain radius, you get a pretty accurate visualisation of stellar nucleation, lifetime and finally supernova instead. The explosion of particles after the system is "overleaded" is the result of a principle that works actually in pretty much the same exact way in reality (there's obviously differences, but on a macro level it's basically what happens).
I've managed to get similar results in the past, though on a much smaller scale, and I think there's something really beautiful about systems that oscillate between chaos and order. It kinda reminds me of life and death. A clump of particles explodes and gives way for others to form and so on forever.
agreed. there is a mobile game that is like this simulation called particle flow. Each particle to have an attractions force is something I've wanted for that. btw that game is super relaxing to take the time and gather up all the particles and then let it explode. you can end up creating rings and shit
Absolutely beautiful simulation. One thing I’m curious about is how can your computer handle that many objects? Mine can barely do 1000, do you just have a really good CPU?
With some optimisation you can probably do more than 1000 ;) I have an average CPU and I can do around 10k/15k, probably more with better optimization. Btw I think the objects only interact with their close neighbours (for collisions) and don't attract each other, so a simple quadTree would do the work!
@@dairop3220 Optimization like what? Also im using python and I know people typically use C or C++, do you think that has THAT large of an affect on speed? Since I know Python is slower but I wouldn’t think its that big of a deal
@@yungmaz13 Oh yeah sure, python is very slow. I did my test of 15k objects for another type of project requiring more interactions in c++, and in python I had a similar limit to your. It's an interpreted language, so much slower than compiled ones. Python is good to understand what you are doing, but clearly not for speed :)
This guy make a virtual firework, or the star death simulation, using a bug. Just incredible! Don't be afraid to make mistakes, kids. Learn how to turn them into greater things.
Is there any reason why when the core explodes, the balls are send off in groups, as there are all thick stroke that are sent flying? Edit : maybe it have something to do with viscosity?
Probably also due to how the energy builds up, its not uniform, its centered on the unstable balls that are jittering constantly and gaining more and more force, since those are off-center much of the time, the explosions are distorted in size and shape by the position as well
Watching this high is a whole different experience. It shattered my world view, showed me the depths of the dimensions that don't make sense and left me laying in bed with the best visual experience of my life
Some of the explosions explode twice! I think I know why! If this emoticon is the area of the explotions: 🔘 First, the white part explodes and compresses the material in the black ring so much, that it explodes as well! edit: an example of a double explosion is at 4:06.
Very cool! I suggest turning this into a feature by making the particles merge like in the start of the *Big bang* , these particles could mege into hydrogen and helium! And then combust, of course, that's the most important part!
You could've just cut clips of this and said it was a simulation of neutrons/quarks/ect interacting on a sub-atomic level at the core of a star, and nobody would've questioned it for a second.
I would have assumed that viscosity would increase stability, by holding it together, but it seems that it actually keeps it together forcing it to explode repeatedly. and I would have thought a high response coefficient would lead to a more unstable system as it would be easier to knock everything apart, actually makes it more stable due to what I can only assume is from a constant smaller explosion, dispersing a force throughout the body reducing its density and pressure
Very nice job! I know that it will going to increase the calculation time by a lot, but please go for another round and integrate real gravitational force in the system with the formula: Fg = − Gm1m2 r2
i know what u going for :D and it might give nice results .. i experimented with that :D BUT: you cannot just calculate the gravitational force via this simplified Solution you provide :D (yours is a "special" solution for 2 big masses like the Earth and the moon) .. you actually have to use a Partial Differential Equation for the Potential of the gravitational field and then find a way to calculate the "actual" solution at that time for the particles involved :D it is called "smoothed particle hydrodynamics" wich uses the Navier-Stokes Equations for Fluid Dynamics and is used to simulate galaxies :) its this youtube video and work taken a step further ;)
@@31337flamer Hmmmm you talked about Partial Differential Equation, smoothed particle hydrodynamics, Navier-Stokes Equations for Fluid Dynamics but I can't even found easy explanation for any of these XD. Yes my equasion may not that usefull because when you use this, the program has check all other point distances for each points, and add together all the acceleration vectors, this way the calculations skyrocketing as the number of particles increases. I just saw this video yesterday. ruclips.net/video/QeokV7xJDp4/видео.html Maybe they useing a different method what require less comutation.
How incredible, from that point of view the term bug acquires a completely different meaning... even capable of carrying a certain hypnotic beauty that has led me to wonder if I am not a bug myself? que increíble, desde ese punto de vista el termino bug adquiere un significado completamente diferente... incluso capaz de cargar con cierta belleza hipnótica que me ah llevado a plantearme si yo mismo no soy un bug.
Github repo github.com/johnBuffer/NovaBug
mmmm unstabel staer
ruclips.net/video/5MeCM6IjanA/видео.html simulation of particles collide with there trails
ruclips.net/video/FGSTS9rmJhI/видео.html and also instability of solver )
@@geotyper no
Any additional instructions for running this? Upon running gcc main.cpp from the src folder, I get an error for
No such file or directory at #include
He doesn't need volumetric simulations for creating nebulae.. His "buggy"code works just fine for that!
It looks like a star that keeps exploding
@@d9gepro2 To be honest, it kind of is. This isn't THAT far off from being a reasonable approximation of a star. The main difference is that the overshoot is the source of the extra energy here instead of fusion, but both happen because of particles getting shoved together too hard.
@2:50 im'a tell my grandkids this was the big bang theory
@@d9gepro2 that’s kinda just a normal star
I thought that Big Bang is similar to this simulation.
Interesting how semi stabilities with a core and outer layer emerge on its own. Like the sun. Including solar flares. Brilliant video. ☀️
It's because he's changing parameters like viscosity and attraction force in real time.
@@elliotn7578 no it's literally just an emerging pattern, chaos tends to do that
@@nothingnothing1799 he is changing parameters in real time, but there is moments where it does start to form patterns by itself.
looka like the sun, but just too tiny too exist. maybe with a billion paricles and some kind of particle fusing, one could try and error its way up to near a real sun.
Also about the star Canis Majoris ,its form may be something very similar to 6:42 .
hydrostatic equilibrium!
It looks like a star forming then going supernova
Edit: after finishing video, the entire thing just looks like star simulation
Exactly my thought!
you're looking at it upside down. This is actually a tie-die teeshirt maker.
@@turdle69420 Funny Joke
I thought the same thing, but it also gave me 'big bang' vibes.
@@DaveMackenzie same
Pezzza: "I have a bug in my code".
Also Pezzza: Creates a star.
"the power of the sun in the palm of my hand"
_Pezzza
I love this! It's like watching a film but the "script" is just the variables changing. Beautiful stuff as always!
lovely, absolutely stunning
Technical question: How does one even stabilize the energy at such high pressures? This is a really valid stress test for any physics engine
off the top of my head (and I'm no specialist : p), you can fiddle with the step sizes (either just reduce them all around, or use a method which calculates the necessary size or a predictor), use higher order methods (which take into account the rate of change of acceleration, and it's rate of change, etc), or try to force constraints (like re-normalizing energy or enforcing minimal distances and etc).
The first two options can get really slow really fast. The last will introduce other unphysical behaviour. So yeah, as far as I know there's no way to really avoid this given finite time and an arbitrarily large amount of objects : p
"Sub stepping" (ie dividing each simulation step into N substeps with a dt N times slower) is a first possibility which in the end multiply the cost of the frame simulation by N but it's easy to add and quite robust (it also allows for faster moving object without tunneling effect). Another approach which can be combined with the previous one is multiplying solver iterations (we solve the contacts multiple times in each simulation step) which is a bit less costly than real substeps because spatial partitionning doesn't have to be done at each iteration. But as @yout ube said there are no miracle solutions I guess
@@PezzzasWork I understand about that solution, just increase iterations and you're gtg. But at some point it has to stop, even the universe has a plank time. Is there any way to deal with this issue that doesn't involve adding indefinite calculations for precisions? Maybe not using absolute values for speed and such but use relative values instead? Just guessing.
@@EbonyWolf. yes there is an exact method that's quite efficient. You can calculate the exact time of the next collision (because you know all object future paths, and can do some maths on it). Advance all objects to this moment, perform the collision and repeat.
This way you aren't limited to the predefined regular step interval.
Another, hybrid way is to use step based iteration, like normal. But once a collision (overlap) is detected; calculate back in time the exact moment of collision, and perform the calculation as if it happened already at that point in time. This is what Rocket League does.
@@PezzzasWork I like your funny words magic man
"It can be exploited to create *funny things*"
Truly, this is the thing that binds all avid users of technology together.
I wouldn’t say this is funny, I would say this is perfection in art form
This is probably one of the most beautiful and impressive simulations I've ever seen. I'm pretty sure humanity has discovered the secret of the universe by now, but counted as a memory leak on their program and just fixed it away.
You're kind of talking about a counter argument to dark matter there. We can't explain the exponential acceleration of the universe's expansion under the standard model alone, nor does it match up with the amount of matter we see in the observable universe, which can primarily only mean one of two things:
1) There is a hidden force, possibly a form of exotic matter/energy, which is driving expansion ever faster
2) We done fucked up and magic numbered ourselves into a corner because there is something fundamentally wrong with the standard model. We've seriously misunderstood something at the bottom, and it's causing predictions to collapse at the top.
@@ledumpsterfire6474 *dark energy. I also confused them a lot some time ago, the names are too similar lol
@@Rudxain We could be forgiven for that since physicists also often use them interchangeably unless specifically discussing both as separate phenomena. There's a lot of argument that they're ultimately the same thing exerting parallel forces. We don't really know one way or another yet.
@@ledumpsterfire6474 But, AFAIK, dark matter only has "normal gravity" while dark energy is kinda "anti gravity". But we don't know enough about neither, so maybe they're connected and we don't know it yet
This is brilliant. I always look forward to seeing your videos as they're generally fascinating.
I love this. Beautiful as always. You're one of my greatest sources of inspiration right now
Same, this channel is awesome. I watched at least one time each of his videos :)
Makes me think our universe could just be a bug in a higher dimension universe
I wouldn't be happy if someone called my perfectly fine working software to be called a bug hahahha nice work devs, that is, if you're out there!
And God saw it was funny and said: "I'll not fix this crazy sh*t, it's hell'a fun"
desinc accelerated backhop into another solar system
@@serafm4565 That honestly makes more sense than him seeing this as good lol
There's no bug in reality. The universe just Is. It's all feature.
amazing job ! looking forward to the publication of the code :)
5:28 you just made a star
Im glad im not the only one who noticed the resemblance to the way stars work. we are in a simulation for real
This is one of the best video I've seen so far on RUclips! Well done!!!
Pezzza's audience : "Absolutely stunning! Mesmerising! Chilling! Enjoyable!"
Pezzza's CPU : "Aaaaaaaahh!!" "Thanks guys, but I'm dying down here!"
every once in a while i just binge your videos and recently these beta test videos where you discuss the variables and how they effect the objects really give me inspiration to add more to my game. This video and your newest one about smoke have given me two wonderful ideas. Thanks for all the amazing work you put into your videos.
Pizza man always delivering straight gold. Seriously, if bars were in videos, ur shit would be spittin fire son. nawmean. SPITTIN FIRE
What if each particle created it's own gravity, I wonder what the redults would look like!
Really cool! Thanks for sharing. Really thought it was building up to a big explosion at the end, was a little disappointed haha
1 : and that, kids, was how the universe appeared
2 : and that, kids, is how the sun will die
Love this. Cool concept and beautiful results.
To echo what others have said this looks like a stellar simulation. The energy released at the core of a star is constantly pushing outward trying to tear the star apart, but the mass of the star and resulting space time distortion that it creates (i.e. gravity) is simultaneously trying the crush the core into a smaller more compact state. Eventually the two forces reach a balance called "hydrostatic equilibrium" where the outward force is equal to the inward pressure. Amazing that this was created via bug.
As much wrote - bugs handles nuclear reaction like it was created to.
Very nice and if i didn't know i would think that originally created for this
1:16 My man simulated a super nova in his hello world xD
This is really really cool! Amazing what bugs can do if you embrace them.
Beautiful! Nice idea of coloring in function of the velocity and stress
Very interesting how it forms hexagons after bursting out, you can see it many times around 4:43 through 5:08
If I had to guess why, it is because the spheres are crystallizing into a hexagonal lattice, and drawing a line through opposite vertices of the hexagon corresponds to the close-packed (highest density of atoms in a straight line) crystallographic direction before the explosion. In the close-packed direction of a crystal, the atoms are closer together, so compressive stress is higher in those directions. The explosion would happen along the close-packed directions before any other direction, and that leads to those atoms being farther out in hexagonal close-packed directions because they got a head start. Alternatively, you can think of it as the pressure equalizing in that direction through an increase in volume.
As evidence of crystallization in your video, you can see a hexagonal lattice in the small-scale simulations (0:12 through 1:01). You can even see vacancies and dislocations (crystallographic defects) at 1:12.
A really good video to illustrate those defects is by Alpha Phoenix, here: ruclips.net/video/sn1Y6zIS91g/видео.html
Or you can watch this video from the 50s by a nobel prize winner, which is the original experiment Alpha Phoenix replicated: ruclips.net/video/UEB39-jlmdw/видео.html
I've got a background in materials science, had to put in my two cents because the bubble experiment is ubiquitous in the field and this video gave me strong deja vu! You made a great demo
Makes me want to get into the graphical side of programming.
Omg this is so amasing!!!
I would be also amasing to see collide two heap particles each other with no speed or pressure visualization but rather with acceleration visualization. Acceleration visualization I mean by sum of all the acceleration vectors what effecting a particle.
Keep in mind that the acceleration vector length can change very rapidly, so if you visualize it, it can create some crazy flickering, so it would be also amasing to see if you implement it in a way that the particles color changes not just by their current acceleration vector lengt, but how much time the particle experiencing a given acceleration. Like if they being" heating up" when experiencing a great amount of acceleration and that "charge" being dissipating slowly by time. Please try to create something like this it would be amasing to see it.
This is like when artists got so good at making art look realistic that they had to start making it ugly and abtract in order to show off how good they were. Pezzza is transcended beyond simulating real life, now he makes art out of "buggy" code.
are you dissing impressionists
I really like the hexagonal surface waves when the ball was oscillating
Inspiring! Would be interesting to see with additive shading - usually works best with very low RGB values per particle, and just a smidgen of desaturation, so not purely primary colors. Though often requires quite small particles, a good deal of overlap, and very high count (millions), for smooth effects.
you could render the particles a little bigger than their collision shapes if necessary to get the effect from a far without changing the physics
It really looks like a star, balancing gravity and internal pressure.
Also love that Tubular Bell tune
6:37
an object: flies by at high speed
the whole thing: fuck *you time to explode*
This is fascinating to me (I just found this channel and am binging through it now).
This simulation uses a linear force law (which arguably makes "physical" sense in a 2d simulation), but I wanted to try an inverse square law.
If you do that (changing a single line in the code), you get much less spectacular results, the particles settle nicely in a clump, but you do still get occasional eruptions from the core, these go into random directions much like solar flares, and they create shock waves, sometimes resulting in secondary eruptions.
Can't wait for the girhub repo, I wanna play with this also. Great video
dude, you should totally use newton's gravity laws and make them attracted to eachother instead of the center. it would make a similar but much better effect. plus it would basically be the big bang when it explodes. amazing video!
This looks amazing!
THIS IS INCREDIBLE! 💥
I once had a small, broken lennard-jones simulation that kind of looked like a dbz fight, but this is at another level : )
I'll check the repo when it comes out, but what method did you use for the movement?
he has released the repo btw
@@proloycodes oh, nice, thanks for the heads-up : )
@@user-sl6gn1ss8p no problem :)
This is outstanding!! Thanks for posting!
This would make a really interesting screensaver, at least, so long as the number of objects didn't actually increase the power usage whenever it turned on.
Now I want to write a 3d version of this but with a controlled trigger modelled after fusion instead of the overshoot.
This reminds me of my experiments with Algodoo..
I wish I could program simply so I could make my own simulators; not only to break limitations of Algodoo and visualize better, but to increase performance, as algodoo simulates many things that I often intentionally reduce to 0 (thus disabling them; but its still simulating the calculations; they're just multiplied by 0 in the end), and getting rid of those unnecessary calculations would be nice.
Most commercial game engines like Unity have visual scripting tools for people who struggle with programming, I recommend you check those out if you're interested.
try processing, it's pretty quick, easy and lightweight, you should be able to do some neat simulations withnit (not as good for more general stuff though keep in mind)
you dont need to wish for things like that you just need to do it
I legit was expecting some slow-mo bug splats on a windshield with color effects added in lol!
you've got to do some1-2 hour compilations of animations like this. phenomenal!
And that’s how The lifecycle of a star works.
Incredibly marvellous! If only all the bugs could result in such things...
If you give each particle an attraction force to every other particle within a certain radius, you get a pretty accurate visualisation of stellar nucleation, lifetime and finally supernova instead. The explosion of particles after the system is "overleaded" is the result of a principle that works actually in pretty much the same exact way in reality (there's obviously differences, but on a macro level it's basically what happens).
this is better then any video-synth I have seen so far
I've managed to get similar results in the past, though on a much smaller scale, and I think there's something really beautiful about systems that oscillate between chaos and order. It kinda reminds me of life and death. A clump of particles explodes and gives way for others to form and so on forever.
Is the 6 fold symmetry often visible (such as after 4:45) due to the packing of circles into a hexagonal lattice?
the fact this models some aspects of atomic physics and fission reactions is amazing.
I love that the particles form to become this little star-like ball that ends up exploding/semi-exploding into a supernova
the 42.0,0.01,1.00,0.02 simulation was probably the coolest thing I’ve ever seen. I need it as a screensaver
These look like real explosion simulations that you'd see in a movie. It's so awesome!
Wow, looks impressive. Could watch it for hours.
Don't know why but Super nova explosions are coming into my mind while seeing these explosions
Well done!
It probably would be great to see some of the parameters being controlled by the velocity (and maybe pitch and pan, or something) of music.
Best screensaver ever!
7:05 This will happen to our star ?
I suggest instead of making the center the main attraction point, make every particle have a little attraction force
AKA gravity
agreed. there is a mobile game that is like this simulation called particle flow. Each particle to have an attractions force is something I've wanted for that. btw that game is super relaxing to take the time and gather up all the particles and then let it explode. you can end up creating rings and shit
Nice :D This could make a very satisfying audio visualiser.
I was thinking about this but it seems quite hard to do
This is amazing! Please make a 1h video of this!!!
Wow, it's like magic! So stunning!
We need an hour compilation of this. PLEASE
The patterns immediately after the explosions are very feathery and surprisingly organic.
Absolutely beautiful simulation.
One thing I’m curious about is how can your computer handle that many objects? Mine can barely do 1000, do you just have a really good CPU?
With some optimisation you can probably do more than 1000 ;) I have an average CPU and I can do around 10k/15k, probably more with better optimization. Btw I think the objects only interact with their close neighbours (for collisions) and don't attract each other, so a simple quadTree would do the work!
@@dairop3220 Optimization like what? Also im using python and I know people typically use C or C++, do you think that has THAT large of an affect on speed? Since I know Python is slower but I wouldn’t think its that big of a deal
@@yungmaz13 Oh yeah sure, python is very slow. I did my test of 15k objects for another type of project requiring more interactions in c++, and in python I had a similar limit to your. It's an interpreted language, so much slower than compiled ones. Python is good to understand what you are doing, but clearly not for speed :)
@@dairop3220 Thanks for the help
@@yungmaz13 No problem! If you need some help with C++ feel free to ask
This guy make a virtual firework, or the star death simulation, using a bug. Just incredible!
Don't be afraid to make mistakes, kids. Learn how to turn them into greater things.
Is there any reason why when the core explodes, the balls are send off in groups, as there are all thick stroke that are sent flying?
Edit : maybe it have something to do with viscosity?
Probably also due to how the energy builds up, its not uniform, its centered on the unstable balls that are jittering constantly and gaining more and more force, since those are off-center much of the time, the explosions are distorted in size and shape by the position as well
Watching this high is a whole different experience. It shattered my world view, showed me the depths of the dimensions that don't make sense and left me laying in bed with the best visual experience of my life
Some of the explosions explode twice! I think I know why! If this emoticon is the area of the explotions: 🔘
First, the white part explodes and compresses the material in the black ring so much, that it explodes as well!
edit: an example of a double explosion is at 4:06.
It’s beautiful! Also, congratulations on finding a new way to punish the RUclips compression algorithm!
Very cool! I suggest turning this into a feature by making the particles merge like in the start of the *Big bang* , these particles could mege into hydrogen and helium! And then combust, of course, that's the most important part!
What is the song called?
I feel like you're kinda simulating a cosmic event, y'know gravity, explosions and stuff. Also looks like a defeated Final Fantasy boss 😆
Yeah right about that boss.
You could've just cut clips of this and said it was a simulation of neutrons/quarks/ect interacting on a sub-atomic level at the core of a star, and nobody would've questioned it for a second.
Bruh your channel is actually amazing. I subbed
Merci ;)
@@PezzzasWork avec plaisir :)
This is magnificent
I would have assumed that viscosity would increase stability, by holding it together, but it seems that it actually keeps it together forcing it to explode repeatedly. and I would have thought a high response coefficient would lead to a more unstable system as it would be easier to knock everything apart, actually makes it more stable due to what I can only assume is from a constant smaller explosion, dispersing a force throughout the body reducing its density and pressure
You fing created a whole functioning star ... I don't have words
This would make a kickass screensaver
Very nice job!
I know that it will going to increase the calculation time by a lot, but please go for another round and integrate real gravitational force in the system with the formula: Fg = − Gm1m2 r2
i know what u going for :D and it might give nice results .. i experimented with that :D
BUT: you cannot just calculate the gravitational force via this simplified Solution you provide :D (yours is a "special" solution for 2 big masses like the Earth and the moon) .. you actually have to use a Partial Differential Equation for the Potential of the gravitational field and then find a way to calculate the "actual" solution at that time for the particles involved :D it is called "smoothed particle hydrodynamics" wich uses the Navier-Stokes Equations for Fluid Dynamics and is used to simulate galaxies :)
its this youtube video and work taken a step further ;)
@@31337flamer Hmmmm you talked about
Partial Differential Equation, smoothed particle hydrodynamics, Navier-Stokes Equations for Fluid Dynamics but I can't even found easy explanation for any of these XD.
Yes my equasion may not that usefull because when you use this, the program has check all other point distances for each points, and add together all the acceleration vectors, this way the calculations skyrocketing as the number of particles increases.
I just saw this video yesterday.
ruclips.net/video/QeokV7xJDp4/видео.html
Maybe they useing a different method what require less comutation.
this is my favorite thin on the internet now
2:56 how to enjoy fireworks when you hard their sound
Interesting how it goes through cycles of violent instability and then complete stability, which is much shorter.
This would actually be really cool to see wih some sort of change to speeds and such based on what music is playing.
2:45 Sun in 8 billion years:
I was expecting a bunch of praying mantis's stuck to a frame, but this also is good.
Best screen saver I ever seen.
Only thing is: the logo makes it impossible to see the parameters.
This is gorgeous!
3:22 is this the big bang cycle?
Congrats! You've just re-created the big bang.
Would be fantastic to see a particle "type", that can govern the properties and simulate fusion of atoms as they cascade into heavier elements. ^_^
How incredible, from that point of view the term bug acquires a completely different meaning... even capable of carrying a certain hypnotic beauty that has led me to wonder if I am not a bug myself?
que increíble, desde ese punto de vista el termino bug adquiere un significado completamente diferente... incluso capaz de cargar con cierta belleza hipnótica que me ah llevado a plantearme si yo mismo no soy un bug.
look like a (very)speedlapse of an eternal big bang cycle, maybe this bug art explain our universe
This looks like a simulation of a 2d star, black hole when the points clip over each other, and a super nova when it explodes!