Sunday, July 11, 2021

Generating star systems, again!

How about a planetary system generator where the user picks voronoi centers to spawn protoplanets for the accretion process? The initial setup creates a grid of spaces with dust and gas within some distance from the proto-star, say 50 AU for sol. The mass budget is some number greater than five hundred Earth masses, which is Jupiter plus everything else and that most of that is gas, but dust is easier to clump up, at least inside the frost line, which I make another assumption is in the middle of the asteroid belt at 8^½ or 2.8 AU. The mass budget for dust is probably some number greater than about 2 Earth masses, Earth plus Venus and everything else, for the very inner solar system. If there’s a linear relationship of, say, 10 Earth masses per AU (assume Jupiter ate most of the inner solar system’s lunch), times fifty is 500, and a hundred times as much gas, 50K… I really need to concentrate this mass, somehow. That or most, nearly all in fact, of this potential mass budget was removed, knocked out of the solar system and dropped into the sun! Only some extreme cases result in super Earths, even though we’ve detected a lot of them so far, but only because they’re easier to detect.


Therefore assume that Sol is an extreme outlier in that most mass gets ejected, the amount of dust and gas is based on the mass and chemical makeup of the protostar and that Jupiter tacked, came in close and grabbed a lot of dust before moving outward and gobbling up most of the remaining gas, which is blown out from the inner system to bulk up the mass of gas Jupiter feeds on later in development. Sol is an outlier in another way in that gas giants seem to often tack far inward to give us a lot of Hot Jupiters and hot Neptunes, gas giants to gas midgets smaller than Neptune and Uranus (Elsa!). So sometimes, perhaps even most times, the inner rocky worlds get gobbled up. I want to add some sort of routine or algorithm for making that sort of thing happen.



Later- I wrote all those words and I got some stuff done, but not this and nothing on the peeps, who are looking more and more like adult birds every day, but especially when I was sitting and watching them this afternoon. While I was down there, I thought about how I need to look at skinning and meshing a stick-figure as finding or creating limb sockets. The first segment is a vector from a point on the body of the critter out to a point inside the tube which is this first segment and all we have to do is connect four or more points we made around the pyramidal base back to the points in the body mesh around the limb socket point. Around we go, building a tubular mesh connecting a ring at the far end of the limb segment to a ring around the socket end! I can do this by connecting triangle sides in pairs of edges until we have a complete polyhedron which just sits in the body mesh... The endcaps of the body segments are triangle fans which I won't need to draw, but at this point it's not a lot of resources with a low poly shape.

No comments:

Post a Comment