I studied astronomy, but I've been in a Warhammer Fantasy mood recently. I typically scan through comments before watching a video, and I have to say, on first read I thought you meant the White Dwarf, Grombrindal, and I was wondering who the companion star was and why he would have modeled something like that on RUclips. I didn't realize it was the astronomy term until the Type 1a came up lol.
Holy shit. Geography nerd here. Its SO COOL your model is even able to project and simulate how rivers would act in the real world. About 18:36 you can see the flood area in South America and its really close to the big rivers we have here, up in the north you have the Amazon River, it spread from the Andes right up in Peru and go to the atlantic sea in the right. You can also see the Paraná River and the Pantanal, they are a group of rivers and flood areas in the middle of South America!!!
Dude those perfect little accretion disks forming around the moons when they suck the water from the planet is wild. Nothing like an accidental stellar dynamics sim
25:29 I would pay a full cinema ticket price, file into a cinema, put on 3D glasses and crane my neck up at an IMAX screen to watch five minutes of this in high resolution. It is Art.
God the sound design in this video is immaculate, it's crazy how much it adds to the effects of the water splashing and the thuds of planets crashing into eachother.
@@NealHoltschulte because Bob Ross showed how to mass produce art which doesnt express anything, so he wasnt an artist neither an art teacher. Sebastian in the other hand is a good computer scientist and also a good teacher.
"Let me just slightly modify one tiny function" _Immediately becomes a planet forming simulation. Complete with naturally occurring rotation due to the asymmetries of the coalescing particles, and a moon._
Just wanted to comment my appreciation for not only always having high-quality videos, but also always putting subtitles on them. It's always a disappointment when a video seems interesting but I have to put up with the auto-generated subtitles just to follow along. So, thank you for always having subtitles
Hey Sebastian, Around four years ago, I watched your coding adventure videos on the solar system and procedural moons and planets while I was taking my first coding course in high school. I was just exploring coding on a whim, and those videos made a significant impact. Enough that they were a measurable factor in my decision to major in computer science in college. I recently graduated and started my first full-time position as an Associate Software Engineer for a satellite traffic control system for the U.S. government. In many ways, it's come full circle from watching those videos messing around with orbital mechanics and planets to now working professionally on orbital mechanics software myself. I hope you’re aware of how many people you’ve inspired with your videos. Thank you so much for sharing your passion, it truly made a difference in my journey, and I’m sure it has had the same impact on many others.
11:40 I suspect that this instability in the simulation is due to there being no ground friction with the plannet. Thus the particles can freely slide on the surface and infinitely accelerate with the moons gravity.
In the later sims there is friction due to the surface being uneven and the bounciness coefficient being less than 1 though so I guess that cancels out :D
@@enricobianchi4499 The problem is that the moon can actually have its energy robbed by tidal (hah) forces, so if things aren't tuned right the water+planet system can gain energy over time. Seems pretty clear that's what's happening
@ while it does look cool, most of the water went southways. If at least they were to flow according to the Paraguay/Parana river, that would be cool... but they end up Patagonia :/
I was watching the bit where you built the rivers between the lakes on the procedurally generated world, and I thought: Wouldn't it be really cool if you could model the water cycle, with rain clouds, maybe some wind and storms, so that you can make stable systems of rivers and lakes with the tides. You could even include your code for erosion, and you could see how the tides and the flowing water would erode a planet. That could be pretty interesting.
I really like how a bunch of different projects came together in this video. It's nice to see that they didn't get lost in time. 22:10 Have you played the game "From Dust" from 2011? It used a similar terrain shaping + water sim idea as a really unique game mechanic. While it did have a number of problems (terrible controls, frustrating pathfinding, *Ubisoft*), this mechanic was actually pretty amazing. It's a bit sad that no other game (that I'm aware of) has tried to play around with it since. There's just something oddly satisfying about watching water follow a channel you dug.
I had the same connection to From Dust and I'm wondering if they did it in a similar approach or whether they used some other algorithms. It's quite impressive that they've managed to optimize it well enough to run on 2011 hardware.
This feels like an avengers endgame of coding adventures, all the old projects coming together… just need to let the water go through portals… and turn on the fancy water shaders in the planet sim.
Yeah the water simulations are very soothing to watch. I think creating a singular coastline might be a better idea instead of simulation a planet, since the scale of your simulation better matches a wave than an ocean, particle wise.
10:20 "In a sense, I suppose we could call this high tide -- but that might be downplaying the gravity of the situation somewhat." I see what you did here
While in retrospect it makes perfect sense, I was absolutely stunned in the three-body simulation when the particles that got ripped off from the main planet formed a perfect ring around the planet that tore them off. I guess thats just the same process that resulted in planets like saturn forming their rings.
Kind of. It is the same process. Normally particles would coalesce into a ball under their own collective gravity but the pull of the nearest body rips it apart which eventually forms the ring. The limit at which this happens is known as the Roche limit - moons can't survive inside this limit. Apologies if you already knew this.
10:40 You should totally try your hand at making a star out of particles and make a black hole that eats the star. This part looks exactly like some of those simulations and pictures that I've seen. The black hole turns the star into spaghetti and then makes a spiral out of it until it has swallowed it whole.
It was honestly incredibly satisfying to see the mini-Earth's tidal waves follow major rivers when draining off the continental landmasses. You can make out the drainage basins of the Ganges, Mississippi, Amazon, Zambezi, and Mackenzie Rivers, plus even more, all over the world by how the water recedes through their lower valleys.
waking up to the notification of this coming out made me so happy!! coding adventures is one of my favorite series on youtube, thank you for making today so much better 🙏
26:47 The slow motion gave my bit rate a bit of a break and revealed like 10,000 more particles (I think it’s my bit rate it could just be the video itself)
Yeah, wanted to mention that as well! Wonderful, simple example of what's actually happening in space, why do objects orbit our planet - initial velocity, orbit that does not cross the planet and that's it
I have found a different way how fundamental particles form stable structures. It also explains gravity a lot better and explains the pull of planets more accurately. It also explain how the sun works. I think this would be a really nice project. I made these practical interactions already in 2D. What I really want to know is how the structures that will be formed relate to the properties of the elements in the periodic table.
I just had to say thank you. Sincerely, and from the bottom of my heart. You code in such an elegant fashion. I recognize that it's never as streamlined or as simple as you make it look for the videos, but your creativity and willingness to share has made a huge impact on my own career path. I've always been passionate about scripting, coding, and game design, but you inspire me to keep learning. To keep getting better. And to never give up! Thank you so much Sebastian for everything you do! Keep programming!
That's absolutely breathtaking to watch. Thank you for the video! I love seeing all the little influences emerging into all of these fascinating patterns and effects. It's also incredible to think about how stable our planet is, considering so many forces are affecting it over such an insane time scale.
It is not at all surprising how stable the Earth is. Because higher energy (unstable) configurations tend to... spontaneously rearrange themselves into lower energy (more stable) ones. So, with time, more stable configurations are the only ones that remain. And, in the end, this "pull" of stability will lead to the most stable configuration - Heat Death of the Universe.
I’ve been following your videos for a while, it’s so satisfying to see everything you’ve built from the crater maker for moons, planet maker, atmosphere stuff, orbital mechanics, and fluid simulation all come together to make these absolutely stunning representations of our universe
1:31, that one red particle decided to be a moon 🌚. Seems like proper physical simulation of hot liquid matter in space can be made if it is possible to account for attraction between particles.
7:35 I am glad you put your cats in your videos. It's always good to know that I am not the only one who doesn't have a clue about what's going on in the the project but is stunned by the visuals and the way you explain concepts.
Mesmerizing as always. The post-production sound design adds so much to this one. I’m sure most people don’t even notice just how good it is because it sounds exactly like you’d expect-which is how you know you’ve nailed it.
Sebastian, Idk if you'll see this. But this video is probably my favorite of yours. It's pure eye candy seeing the physics in these complex situations. You mentioned possibly in the future making the planets into particles themselves. This would be AWESOME! Real time destruction has always been something I LOVED in video games. Teardown is a great example of this. It would be so cool to see the planets rip apart as they form new clusters of particles. Or even applying this to smaller scale structures like buildings, trees, etc.
I may not have understood all the logic, but I can say this: - A symphony for programmers. - A bedtime story for programmers before sleep. It was great to watch! :)
Seeing you create rivers on the terraformed planet makes me wonder if you could create a water cycle complete with evaporation, winds, rain, rivers, and erosion. That would be so cool.
Extra props for any video that comes with proper subtitles. In an often chaotic house with kids doing their thing, it’s a godsend - can only imagine how much better it is for those that genuinely cannot hear. A pleasure as always.
I love this one so much! Also, being able to drop in and reuse code from other projects is a testament to how well you write your code as well. Thanks for the video!
Can't express how much I love watching your videos. Thanks for creating some of my favorite content out there. It's such a pleasure to see how far you can take these ideas.
For a three body simulation the stable "Figure Eight Orbit" would be awesome! To truly understand the perfection of this famous orbit its worth knowing that it was only discovered in 1993. To put this in perspective, Isaac Netwon derived the gravity equation in 1687, which is all this simulation uses. That's a 300 year gap, in which humans discovered black holes, determined the universe is expanding, founded General Relativity, sent satellites to sling by 4 different planets without crashing and escape our solar system, and landed people on the moon multiple times! And only after all that did we find this beautiful stable 3 body orbit.
My favourite thing is that the "particles passing way too close to each other and being flung with insane acceleration" seems like an artifact, but is presumably extremely close to what happens in real life, just the scale and number of particles is insanely higher.
Not really, it is caused by limited framerate. If you pass closeby a celestial object, you will gain a lot of speed quickly but will lose it again once you move away from the object. But in simulations, if the first frame is very close to the object and the second is already far away from it, then the particle will have gained a lot of speed and not lost it.
@@notnullnotvoid we do have extremely tiny near-point masses in real life -- atoms, it's just that their mass is so tiny gravitational interactions between singular atoms are basically non-existent.
@@LeDoctorBones an idea to get around it is to do a check if a particle performs a closest pass near an attractor we create an "extra frame" where the first frame calculates time until precisely at the closest approach then calculates out to where we expected the particle to be. It's not perfect but should stop particles from gaining energy randomly.
@@LeDoctorBonesNot correct, you can actually gain speed by passing close to heavy objects in space. Spacecraft use this phenomenon to gain speed and travel farther, faster. It's called a "slingshot maneuver". Wanna go to the outer solar system? Easy peasy, swing by Jupiter and let it give you an assist.
I love seeing your past projects interact with one another! When you were making the waterfalls I thought it would be cool if there was a full hydrological cycle on the planet somehow. You could have three particle types in the simulation: liquid, gas, and vapor. Liquid particles on the surface have a chance of turning in gas if they are exposed to light/heat. When gas particles are cool they could condense into vapor. When there's enough vapor they may turn back into liquid. Could be really interesting to experiment with cloud formation.
It's so great you have such an amazing back catalog that you can just whip it up and create 4 new beautiful projects in the same time it takes to create 1. And it wasn't just connecting modules from past projects (which usually takes so much damn time), you also built a bunch of new tools and experimented with new approaches, so it's honestly insane
Years ago, I loved seeing your videos to see how you approached different problems. I stopped comprehending what you were doing not long after that and just watch the videos in awe. Modeling tidal physics on planets is mind boggling.
It's really cool that at 19:03 the particles that are left on the right side of the Andes, over the Amazon Rainforest in Brazil, follow the exact same path as the Amazon river in real life, flowing down towards the Atlantic Ocean!!
My excitement for these uploads is always tempered by my anxiety for how much they humble me as a programmer, who can barely get a small simulation working efficiently. I'd love to see games that make use of dynamic water effects like this to create terrifying storms or celestial gravity events to have to plan to survive, which reshape the lands you've familiarized yourself with. Or imagine riding a tidal wave onto the moon's accretion disc.
Amazing content - the idea, implementation, presentation and attention to details (nice touch with the echo). I always make sure to set aside some time to watch your content. Thank you!
I would really love to see the terrain density texture drive the spawning of earth particles that could be eroded by the water or mouse clicks. Also a "send an asteroid" button feels necessary!
11:33 i think what is happening here is that you have probably not made the particles have (enough) friction with the planet and you have not given the planet a rotation. so as the moon orbits the particles keep gaining angular momentum over time without losing it to friction and they spin around the planet faster and faster until the centrifugal acceleration becomes so big that it overcomes the planets gravity and then the particles enter orbit. before that happens the increasing centrifugal acceleration makes the particles combine in a bulge around the equator
This was an absolutely amazing video! The simulation you created is incredible and left me speechless. I really hope to see more of this in the future. It would be fascinating if you took the simulation even further-perhaps by replacing the fluid with solid particles to simulate the early formation of planets. Watching how space debris collides and gradually forms larger bodies through accretion, eventually leading to the birth of a solar system, would be truly mesmerizing!
1:20 My immediate thought when I saw the fluid crashing together and oscillating and undulating was Genesis 1:2 (while everything was still fluid) "And the earth was without form, and void..." I love how game dev gives us a glimpse into the creation process of our own world.
"Downplaying the gravity of the situation" was beautifully executed
I also love how the Atlantic just goes over Africa
Agreed! Because English is not my native tongue, I had to think twice about it when this phrase fell.
Came here to say this!
Gravity puns weigh on me 😢
We don't live on a spinning ball.
Sebastian might just create an extremely realistic, full-on planet-based game some day accidentally by just combining all his prior code
And still he would call it 'tiny', or 'little' 😁
and then the evolution happens on that planet, and the people realize they're living in a simulation... wait a moment
*accidentally combines KSP and universe simulator*
@@xXbillymaysXx Universe Sandbox* correcting just for anyone who's interested in the actual very cool game
@@Maplaplaplapla A worthy correction, that game is fun as hell.
@9:55 You've just modelled a white dwarf sucking matter off a companion star. You should get a Type 1a supernova shortly.
Next project maybe ? :D Dying stars
a white dwarf sucking off matter? Sounds interesting
I studied astronomy, but I've been in a Warhammer Fantasy mood recently. I typically scan through comments before watching a video, and I have to say, on first read I thought you meant the White Dwarf, Grombrindal, and I was wondering who the companion star was and why he would have modeled something like that on RUclips. I didn't realize it was the astronomy term until the Type 1a came up lol.
@@Alexander_GrantI'm not into Warhammer but even I thought he was talking about an actual dwarf
When bulges cease to be subtle, and fluids get sucked...
26:38 "... at least fun to watch." he says calmly while I'm sitting here watching in complete amazement!
right? lmao
I always end up thinking: "a one hour video of this would be great" after watching these kinds of videos
Holy shit. Geography nerd here. Its SO COOL your model is even able to project and simulate how rivers would act in the real world. About 18:36 you can see the flood area in South America and its really close to the big rivers we have here, up in the north you have the Amazon River, it spread from the Andes right up in Peru and go to the atlantic sea in the right. You can also see the Paraná River and the Pantanal, they are a group of rivers and flood areas in the middle of South America!!!
You might be interested in the erosion video he did earlier :3
Brazil mentioned
The echo at 21:28 made me laugh. i love it when people edit small details into videos like that.
Plus all of the water splashes when the sims are running
Yes. Those are so natural, you almost think they emerge from the sim for free! :-)
Dude those perfect little accretion disks forming around the moons when they suck the water from the planet is wild. Nothing like an accidental stellar dynamics sim
its saturns rings basically. tidal forces throwing water into orbit of the other body.
In today's episode of Coding Adventures, Sebastian Lague accidentally simulates accretion from a star to a dense companion
Hey you! Stop stealing my gas!
25:29 I would pay a full cinema ticket price, file into a cinema, put on 3D glasses and crane my neck up at an IMAX screen to watch five minutes of this in high resolution. It is Art.
God the sound design in this video is immaculate, it's crazy how much it adds to the effects of the water splashing and the thuds of planets crashing into eachother.
You are truly the Bob Ross of computer programming. I am inspired and in awe.
Thats not a compliment
@@csatacsibe I meant it as a compliment. Why would it not be one?
@@NealHoltschulte because Bob Ross showed how to mass produce art which doesnt express anything, so he wasnt an artist neither an art teacher. Sebastian in the other hand is a good computer scientist and also a good teacher.
i like the tiny particle at 1:45, who got into a stable orbit around the big blob
Truly a Mars-Phobos moment.
"Let me just slightly modify one tiny function"
_Immediately becomes a planet forming simulation. Complete with naturally occurring rotation due to the asymmetries of the coalescing particles, and a moon._
Literally came to comments to say just this lmaooo
r/beatmetoit
@@namAehTSo...it's all fluid?
The accretion discs forming at 26:10 are so cool!
Indeed. Can i get a highres-printout please for my living room?!
Those aren't really accretion disks, more like rings. But yes, they look awesome.
Yeah it's so amazing that something that complex can emerge naturally from the rules of a fluid simulation!
Plantary rings are operating in a fluid simulation we call reality
@@gravitygames4495 more like an accression disc as its fluid and touches the planet
Just wanted to comment my appreciation for not only always having high-quality videos, but also always putting subtitles on them. It's always a disappointment when a video seems interesting but I have to put up with the auto-generated subtitles just to follow along. So, thank you for always having subtitles
Hey Sebastian,
Around four years ago, I watched your coding adventure videos on the solar system and procedural moons and planets while I was taking my first coding course in high school. I was just exploring coding on a whim, and those videos made a significant impact. Enough that they were a measurable factor in my decision to major in computer science in college. I recently graduated and started my first full-time position as an Associate Software Engineer for a satellite traffic control system for the U.S. government. In many ways, it's come full circle from watching those videos messing around with orbital mechanics and planets to now working professionally on orbital mechanics software myself.
I hope you’re aware of how many people you’ve inspired with your videos. Thank you so much for sharing your passion, it truly made a difference in my journey, and I’m sure it has had the same impact on many others.
That ending scene was one of the coolest planetary simulations that I've seen. The planet forming rings of water was spectacular! Incredible work.
agreed
it's all cool until you're stuck on a jetski on the ocean rings of luna
And RUclips compression didn't destroy it, thankfully
Ah, a fellow simulated animation appreciator I see... it was indeed incredible.
Your mistakes and works in progress are more stunning than most people's final products. I absolutely love these videos.
wait it says your comment was 20 hours ago???
Sebastian let's his patreon subscribers see his videos early.@@creativecraft_mc
@@creativecraft_mc members normally get early access to videos
It even says so in the description
Bro came from future 💀
@@creativecraft_mc maybe a patreon early access or something?
11:40 I suspect that this instability in the simulation is due to there being no ground friction with the plannet. Thus the particles can freely slide on the surface and infinitely accelerate with the moons gravity.
In the later sims there is friction due to the surface being uneven and the bounciness coefficient being less than 1 though so I guess that cancels out :D
That would act as friction, the surface basically just becomes a ramp. @@enricobianchi4499
Yes! Should add variable drag to particles within the atmosphere
@@enricobianchi4499 The problem is that the moon can actually have its energy robbed by tidal (hah) forces, so if things aren't tuned right the water+planet system can gain energy over time. Seems pretty clear that's what's happening
10:10 THIS! THIS is that makes people fall in love with programming! I love it!!
"Another day, another detached head" is NOT something I'd have expected to hear on my favourite feel-good programming channel
The editing in this video is so lovely. What a joy!
Thank you so much!
The sound editing in particular stood out to me. Woosh, splash! It makes you forget that the sounds aren't just built into the simulation!
I love the reverb on his voice when he said “Blasted a hole right through the planet” 😂
Absolutely phenomenal presentation of some incredibly interesting simulations!
19:05 love how water spilled over the Amazon, and it was flowing the path of the river
It was even better at 18:30!
@ while it does look cool, most of the water went southways. If at least they were to flow according to the Paraguay/Parana river, that would be cool... but they end up Patagonia :/
@hagnat Okay, I am thoroughly confused. Could it help that the Amazon used to flow backwards?
I was watching the bit where you built the rivers between the lakes on the procedurally generated world, and I thought: Wouldn't it be really cool if you could model the water cycle, with rain clouds, maybe some wind and storms, so that you can make stable systems of rivers and lakes with the tides. You could even include your code for erosion, and you could see how the tides and the flowing water would erode a planet.
That could be pretty interesting.
Agreed! Especially with the waterfall, I kept thinking "how could he make it so there was a constantly running waterfall?"
And erosion from the water
This would be sooo cool!
Bring back bunny and fox/wolf and make them drink the water and survive in the water world!
Yeah I can totally see that. "Cosmic Glade", acozy little cosmos builder :)
The sound design is insanely good! That's not what you would expect from a progamming video, but I'm all for it!
I really like how a bunch of different projects came together in this video. It's nice to see that they didn't get lost in time.
22:10 Have you played the game "From Dust" from 2011? It used a similar terrain shaping + water sim idea as a really unique game mechanic. While it did have a number of problems (terrible controls, frustrating pathfinding, *Ubisoft*), this mechanic was actually pretty amazing. It's a bit sad that no other game (that I'm aware of) has tried to play around with it since. There's just something oddly satisfying about watching water follow a channel you dug.
I had the same connection to From Dust and I'm wondering if they did it in a similar approach or whether they used some other algorithms.
It's quite impressive that they've managed to optimize it well enough to run on 2011 hardware.
Such a beautiful project and video! Delighted to see the return to planet creation - the planet series remains my favourite.
agreed!
This really feels like your magnum opus, combining the best parts of all of your previous projects into one incredible video
The music and sound effects on the video at the end were absolute cinema
This is so amazing. Such a clear and practical example of physics.
18:19 Mississippi River is visible! Super neat!
25:30 magnificent! with beautiful visuals, music and sounds, brought a tear in the eye! Thank you.
This feels like an avengers endgame of coding adventures, all the old projects coming together… just need to let the water go through portals… and turn on the fancy water shaders in the planet sim.
Spherical chessboard anyone?
@CEOofCulturalMarxism DUDE I THOUGHT THE SAME THING
Yeah the water simulations are very soothing to watch. I think creating a singular coastline might be a better idea instead of simulation a planet, since the scale of your simulation better matches a wave than an ocean, particle wise.
Yeah I agree - Trying to do planets was a bit ambitious at this stage, but I thought it was fun to give it a shot anyway!
how did u comment so long before the video?
@@nidhu595 video might have been privated and unprivated sometime between then and now
Patreon supporters get early access!
Your work is mesmerizing, as always!
I just love stuff like this. This is so awesome!
Happy you enjoyed it, thank you!
10:20 "In a sense, I suppose we could call this high tide -- but that might be downplaying the gravity of the situation somewhat." I see what you did here
While in retrospect it makes perfect sense, I was absolutely stunned in the three-body simulation when the particles that got ripped off from the main planet formed a perfect ring around the planet that tore them off. I guess thats just the same process that resulted in planets like saturn forming their rings.
Kind of. It is the same process. Normally particles would coalesce into a ball under their own collective gravity but the pull of the nearest body rips it apart which eventually forms the ring. The limit at which this happens is known as the Roche limit - moons can't survive inside this limit. Apologies if you already knew this.
@@BongoBaggins don't apologize; there will always be someone who doesn't
10:40 You should totally try your hand at making a star out of particles and make a black hole that eats the star. This part looks exactly like some of those simulations and pictures that I've seen. The black hole turns the star into spaghetti and then makes a spiral out of it until it has swallowed it whole.
Accretion discs my beloved
The main difference is that the water mass doesn't affect the planets in this simulation.
But at the start of the video, he showed how a planet made of particles forms, with a center of mass and no surface.
With accurate physics according to Einstein's theory of general relativity I hope :)
@@bookclubfilmsNo, and simply because there is something delightfully offensive to physics about using Newton to compute black hole dynamics 😋
This hits different after finally reading The Three Body Problem a few days ago...
It was honestly incredibly satisfying to see the mini-Earth's tidal waves follow major rivers when draining off the continental landmasses. You can make out the drainage basins of the Ganges, Mississippi, Amazon, Zambezi, and Mackenzie Rivers, plus even more, all over the world by how the water recedes through their lower valleys.
waking up to the notification of this coming out made me so happy!! coding adventures is one of my favorite series on youtube, thank you for making today so much better 🙏
That's wonderful to hear, thank you!
26:47 The slow motion gave my bit rate a bit of a break and revealed like 10,000 more particles (I think it’s my bit rate it could just be the video itself)
That part is awesome.
1:38 I love the little moon orbiting the planet
Yeah, wanted to mention that as well! Wonderful, simple example of what's actually happening in space, why do objects orbit our planet - initial velocity, orbit that does not cross the planet and that's it
I have found a different way how fundamental particles form stable structures. It also explains gravity a lot better and explains the pull of planets more accurately. It also explain how the sun works.
I think this would be a really nice project. I made these practical interactions already in 2D.
What I really want to know is how the structures that will be formed relate to the properties of the elements in the periodic table.
thank you, these videos are the best
Nice job on the sound mix! Audio delivers feeling so well.
I just had to say thank you. Sincerely, and from the bottom of my heart. You code in such an elegant fashion. I recognize that it's never as streamlined or as simple as you make it look for the videos, but your creativity and willingness to share has made a huge impact on my own career path. I've always been passionate about scripting, coding, and game design, but you inspire me to keep learning. To keep getting better. And to never give up!
Thank you so much Sebastian for everything you do!
Keep programming!
That's absolutely breathtaking to watch. Thank you for the video! I love seeing all the little influences emerging into all of these fascinating patterns and effects.
It's also incredible to think about how stable our planet is, considering so many forces are affecting it over such an insane time scale.
21 hours ago ???
omg neversink in the wild thank you for all your work
Math ain’t mathing…
It is not at all surprising how stable the Earth is. Because higher energy (unstable) configurations tend to... spontaneously rearrange themselves into lower energy (more stable) ones. So, with time, more stable configurations are the only ones that remain. And, in the end, this "pull" of stability will lead to the most stable configuration - Heat Death of the Universe.
@@goldestpersonPatreon supporter perk. You should consider supporting them as well :)
AMAZING! I'd love love love to see how perhaps solid vs liquid water particles interact 👀
I’ve been following your videos for a while, it’s so satisfying to see everything you’ve built from the crater maker for moons, planet maker, atmosphere stuff, orbital mechanics, and fluid simulation all come together to make these absolutely stunning representations of our universe
10:15: It's reminiscent of a Type 1a Supernova, which is never something you want to hear about the Moon.
SCP type post
1:31, that one red particle decided to be a moon 🌚. Seems like proper physical simulation of hot liquid matter in space can be made if it is possible to account for attraction between particles.
7:35 I am glad you put your cats in your videos. It's always good to know that I am not the only one who doesn't have a clue about what's going on in the the project but is stunned by the visuals and the way you explain concepts.
I am speechless - the quality of your code, explanations, production and visual quality is just A++++++++++++++. Thank you.
1:45 This little particule in orbit is actually mind blowing
Just wanted to acknowledge the absurd amount of effort that went into the sound effects and editing. Thanks for the awesome video!
This beautifully visualizes concepts like planet "potatofication," the rosche limit, and the formation of rings!
8:50 God on the 4th day
It was the Third Day God spoke the earth into existence, which did happen.
@@dec_ves2190 I wasnt there i took the day off so i'm not able to confirm.
@@kirkanos771 I confirm it, i was the planet.
@@kirkanos771 what?
Mesmerizing as always. The post-production sound design adds so much to this one. I’m sure most people don’t even notice just how good it is because it sounds exactly like you’d expect-which is how you know you’ve nailed it.
Sebastian, Idk if you'll see this. But this video is probably my favorite of yours. It's pure eye candy seeing the physics in these complex situations. You mentioned possibly in the future making the planets into particles themselves. This would be AWESOME! Real time destruction has always been something I LOVED in video games. Teardown is a great example of this. It would be so cool to see the planets rip apart as they form new clusters of particles. Or even applying this to smaller scale structures like buildings, trees, etc.
I may not have understood all the logic, but I can say this:
- A symphony for programmers.
- A bedtime story for programmers before sleep.
It was great to watch! :)
That final simulation was amazing! As well as the sound fx you added, I think they made it so much more dramatic!
Babe wake up, new Sebastian Lague video just dropped
Came here to comment this
Wonderful work on the music and sound effects at the end, bravo
I really like the sounds you added. Thanks for the great video :)
Seeing you create rivers on the terraformed planet makes me wonder if you could create a water cycle complete with evaporation, winds, rain, rivers, and erosion. That would be so cool.
Extra props for any video that comes with proper subtitles. In an often chaotic house with kids doing their thing, it’s a godsend - can only imagine how much better it is for those that genuinely cannot hear.
A pleasure as always.
This video is so fun to watch when you've already seen all the older projects that contributed to it! Everything all came together in such a cool way!
I love this one so much! Also, being able to drop in and reuse code from other projects is a testament to how well you write your code as well. Thanks for the video!
Thanks💥
I don't know how much people in the comments appreciate your foley work on these videos, but it adds so much to how these feel to watch!
the ring formation at 25:52 is so cool
Saturn lore
Man those sound effects really add to the video! 😁
Can't express how much I love watching your videos. Thanks for creating some of my favorite content out there. It's such a pleasure to see how far you can take these ideas.
For a three body simulation the stable "Figure Eight Orbit" would be awesome! To truly understand the perfection of this famous orbit its worth knowing that it was only discovered in 1993. To put this in perspective, Isaac Netwon derived the gravity equation in 1687, which is all this simulation uses. That's a 300 year gap, in which humans discovered black holes, determined the universe is expanding, founded General Relativity, sent satellites to sling by 4 different planets without crashing and escape our solar system, and landed people on the moon multiple times! And only after all that did we find this beautiful stable 3 body orbit.
He did do that in a previous video
My favourite thing is that the "particles passing way too close to each other and being flung with insane acceleration" seems like an artifact, but is presumably extremely close to what happens in real life, just the scale and number of particles is insanely higher.
Well, that and if you had an infinitely small point mass in real life, it'd be a black hole.
Not really, it is caused by limited framerate. If you pass closeby a celestial object, you will gain a lot of speed quickly but will lose it again once you move away from the object. But in simulations, if the first frame is very close to the object and the second is already far away from it, then the particle will have gained a lot of speed and not lost it.
@@notnullnotvoid we do have extremely tiny near-point masses in real life -- atoms, it's just that their mass is so tiny gravitational interactions between singular atoms are basically non-existent.
@@LeDoctorBones an idea to get around it is to do a check if a particle performs a closest pass near an attractor we create an "extra frame" where the first frame calculates time until precisely at the closest approach then calculates out to where we expected the particle to be. It's not perfect but should stop particles from gaining energy randomly.
@@LeDoctorBonesNot correct, you can actually gain speed by passing close to heavy objects in space. Spacecraft use this phenomenon to gain speed and travel farther, faster. It's called a "slingshot maneuver". Wanna go to the outer solar system? Easy peasy, swing by Jupiter and let it give you an assist.
I love seeing your past projects interact with one another!
When you were making the waterfalls I thought it would be cool if there was a full hydrological cycle on the planet somehow. You could have three particle types in the simulation: liquid, gas, and vapor. Liquid particles on the surface have a chance of turning in gas if they are exposed to light/heat.
When gas particles are cool they could condense into vapor. When there's enough vapor they may turn back into liquid. Could be really interesting to experiment with cloud formation.
Beautiful work Sebastian! I’ve been following you for years and it’s incredible to see how far you’ve come!
What a beautiful addition to this series, it is mesmerizing to watch, thank you!
4:19 "tug of water" 👌
1:50 i love how one of the particles is in orbit about the orb
one of your most beautiful videos for a long time! if screensavers were still a thing, your simulations would be on my screen all day!
It's so great you have such an amazing back catalog that you can just whip it up and create 4 new beautiful projects in the same time it takes to create 1.
And it wasn't just connecting modules from past projects (which usually takes so much damn time), you also built a bunch of new tools and experimented with new approaches, so it's honestly insane
Years ago, I loved seeing your videos to see how you approached different problems. I stopped comprehending what you were doing not long after that and just watch the videos in awe. Modeling tidal physics on planets is mind boggling.
It's really cool that at 19:03 the particles that are left on the right side of the Andes, over the Amazon Rainforest in Brazil, follow the exact same path as the Amazon river in real life, flowing down towards the Atlantic Ocean!!
You could also see the Mississippi. Very cool
It’s always a good day when it starts with a new coding adventure drop!
My excitement for these uploads is always tempered by my anxiety for how much they humble me as a programmer, who can barely get a small simulation working efficiently. I'd love to see games that make use of dynamic water effects like this to create terrifying storms or celestial gravity events to have to plan to survive, which reshape the lands you've familiarized yourself with. Or imagine riding a tidal wave onto the moon's accretion disc.
Yes, I would love to get better explanations about everything because it always makes me feel anxious.
Amazing content - the idea, implementation, presentation and attention to details (nice touch with the echo). I always make sure to set aside some time to watch your content.
Thank you!
I would really love to see the terrain density texture drive the spawning of earth particles that could be eroded by the water or mouse clicks. Also a "send an asteroid" button feels necessary!
12:40 glad to see you put crimea on the right split
babe wake up new sebastian lague video to play on repeat when compiling
11:33 i think what is happening here is that you have probably not made the particles have (enough) friction with the planet and you have not given the planet a rotation. so as the moon orbits the particles keep gaining angular momentum over time without losing it to friction and they spin around the planet faster and faster until the centrifugal acceleration becomes so big that it overcomes the planets gravity and then the particles enter orbit. before that happens the increasing centrifugal acceleration makes the particles combine in a bulge around the equator
Wow, what beautiful visuals! This is some of your best work! Well done!
ive watched all you videos after the tutorials and this is beautifull, might be my favorite
1:34
Him: talking about math
Me: just looking at that one particle that went into orbit
Suddenly "They're not mountains.. they're waves" makes a LOT more sense.
is this interstellar reference
@@CodyDreams Yes hehe
black hole simulation at 10:35
Same, I thought of accretion disk as well
This was an absolutely amazing video! The simulation you created is incredible and left me speechless. I really hope to see more of this in the future. It would be fascinating if you took the simulation even further-perhaps by replacing the fluid with solid particles to simulate the early formation of planets. Watching how space debris collides and gradually forms larger bodies through accretion, eventually leading to the birth of a solar system, would be truly mesmerizing!
The programming, the narration, pacing, sounds and visuals are all amazing.
I really appreciate the work put into the sound for this it was fantastic!
1:20 My immediate thought when I saw the fluid crashing together and oscillating and undulating was Genesis 1:2 (while everything was still fluid) "And the earth was without form, and void..." I love how game dev gives us a glimpse into the creation process of our own world.
science nerds who still somehow believe in bronze age mythology are so funny