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HTML5 Gravity/Galaxy Simulator

122 点作者 mcdevhammer超过 10 年前

6 条评论

jpco超过 10 年前
This is cool, and I&#x27;m a sucker for gravity&#x2F;space simulators (as my hours logged on Celestia would prove), but it should be noted that in terms of &quot;galaxy&quot; it&#x27;s inaccurate. Specifically, this inaccuracy (the galaxy rotation problem) is the driving force behind the hypothesis of dark matter [0].<p>I don&#x27;t mean to be pedantic or anything. I just think it&#x27;s interesting.<p>[0] <a href="http://abyss.uoregon.edu/~js/cosmo/lectures/lec17.html" rel="nofollow">http:&#x2F;&#x2F;abyss.uoregon.edu&#x2F;~js&#x2F;cosmo&#x2F;lectures&#x2F;lec17.html</a>
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mcdevhammer超过 10 年前
I also wrote a 3D version in C++ using OpenGL <a href="https://github.com/claassen/GalaxySim3D" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;claassen&#x2F;GalaxySim3D</a>
ellysetaylor21超过 10 年前
I am not familiar with this but it seems like a playing tool for kids, can I have some tutorial to learn how this will make?
lemmingapex超过 10 年前
Well done. Here&#x27;s my HTML5 Version: <a href="https://news.ycombinator.com/item?id=8288434" rel="nofollow">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=8288434</a>
hliyan超过 10 年前
What emerges from the random field looks remarkably like the large scale structure of the known universe.
conistonwater超过 10 年前
I can&#x27;t help but notice there is a magical &quot;Theta&quot; parameter, with the description &quot;Higher = faster, less accurate&quot;. I think here it&#x27;s a threshold for ignoring children nodes&#x27; internal structure in an octree.<p>As a matter of good software engineering (and numerical analysis, and mathematics, too), your software shouldn&#x27;t have magical parameters with mysterious consequences for the correctness of your software. (I know correctness is maybe not the point <i>here</i>, but still...) Also, note that there is no way for a user to check how accurate the simulation is for a given &quot;Theta&quot; parameter. The name is completely non-descriptive as well.<p>There are mathematically sound ways to determine the accuracy of the simulation. If they are expensive, tell that to the user explicitly, but default to the correct implementation, not the fast one.<p>Note that while the user has no clue what &quot;Theta&quot; is, the user might instead be able intuitively specify that they want the simulation to be accurate &quot;to X digits for the first Y seconds of the simulation&quot;. I think that would be a better software design. As it is, &quot;Theta&quot; is an exposed quirk of the implementation.
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