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OrbitSim

  • 2 Devlogs
  • 20 Total hours

Im making a simulator for planetary / spacecraft orbits, using Python and the Ursina Framework for visualization. Im hoping to use it for a Physics presentation in a couple of weeks and to help me learn the theory for that.

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10h 57m 48s logged

Devlog 2

Ive now got the detection of SOI changes and following parent changing working. The attached picture shows a ship (yellow) encountering the moon. Due to matplotlibs constrains and because it would require reworking the whole system, i cant show the actual change in the Graph, but i promise it is correctly calculating it in the backend.

To make this work i also had to create a global hierarchy system to find possible interaction partners, and create a timesystem that can dynamicallychange timewarp to schedule the events with Sched.
Upong detecting an Soi change it now scedules an event to recalculate the objects position to parent relative, then recalculates the obrit in global time, so only one orbital trajectory has to be stored at a time.

While i was at it i also added the functionality of creating the Objects from a sperate config file, to make later changes to the system far easier.
Now to make it actually visible with Ursina

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9h 10m 5s logged

Devlog 1

Im making a newtonian Orbit Simulator using Python and the Ursina Engine Framework for visualization. This is a topic Ive always found interesting and I hope to both learn the Math behind it and use the finished product to demonstrate orbital mechanics in a physics presentation in a couple of weeks.

What ive got so far:

  • Basic frontend visualization using Ursina, mostly to see if it was fitting for this project
  • The spritelike artstyle using these cute free to use textures*
  • Good chunk of the simulation backend, calculates Orbit by using scipys ivp solver on the intial position and velocity by integrating newtonian laws of gravity

What i haven’t got (yet):

  • Sphere of influence Updating ( im NOT solving the n-body problem) and the object hierarchy that comes with it
  • Tying together of backend Physics with Frontend visualization (keeping these seperate as much as possible to take advantage of high float precission)
    -Framework to make custom initial planetary/solar system states

*texture credit: https://opengameart.org/content/space-pixel-art by Peony
https://opengameart.org/content/space-background-1 by westbeam

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