1. Galaxy emulator

Mike Manturov:

Your new code is great.

I check that the code I upload to Archive miss an include file, now you can see the projection as originally I did.

About impact, in my original code the impacts were ignored, the bodies are allways "near to impact"your inelastic impact is a good first approach, but is not realistic, the stars don't act like pool balls. smile

Some possible considerations:

- Bodies are fluid (gas or liquid) or solid? Fluid bodies would joint together. The final direction and speed would be a simple vectorial add. - If the mass of one body is very smaller than the other one will become fused in one body. - The two solid bodies have about the same mass, will become broken on a random number of pieces with a ramdon mass and speed, of course, as in your approach must to meet newton's laws smile A good approach may be calculate the vectorial add and put the pieces around it on a normal distribution of following a sin curve.

I'm not an astronomist...

Marco Achury

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2. Re: Galaxy emulator

Thank you. I had to reinvent some routines:) The main aim of adding collisions is that I didn't added 1e-10 to distance, so eventually bodies was thrown out of the game-field:)

Soon I will submit the last version of my astro.ex

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