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Air resistance would have to be calculated not only linearly but also rotationally, A target accuracy, or otherwise sane defaults should be taken into account. | Air resistance would have to be calculated not only linearly but also rotationally, A target accuracy, or otherwise sane defaults should be taken into account. | ||
− | < | + | <h1>Basic Features<br></h1> |
Calculate the gravitational strength at a set point in time, move the object in the direction of its velocity. | Calculate the gravitational strength at a set point in time, move the object in the direction of its velocity. | ||
− | < | + | <h1>Air Resistance<br></h1> |
Air resistance would need to take into account torque on the object as well as the usual linear drag, i.e. an arrow would tend to fall tip down to the planet, yet a baseball could rotate violently. This section could also be used to determine interactions on material changes i.e. hitting water while falling. This would likely be implemented as a separate program. | Air resistance would need to take into account torque on the object as well as the usual linear drag, i.e. an arrow would tend to fall tip down to the planet, yet a baseball could rotate violently. This section could also be used to determine interactions on material changes i.e. hitting water while falling. This would likely be implemented as a separate program. | ||
− | < | + | <h1>High speed objects<br></h1> |
Take into account an object falling on the order of magnitude of c. | Take into account an object falling on the order of magnitude of c. | ||
− | < | + | <h1>Thermal Conversion<br></h1> |
How much energy is expended to thermal energy, make estimates of end temperature? This would likely be similar to the air resistance section and implemented as a separate program. | How much energy is expended to thermal energy, make estimates of end temperature? This would likely be similar to the air resistance section and implemented as a separate program. | ||
− | < | + | <h1>Constraints<br></h1> |
Use Lagrangian mechanics to determine motion of a falling object in relation to itself. This could become a large portion of the project and would likely be its own program, taking in forces constraints, and the object. | Use Lagrangian mechanics to determine motion of a falling object in relation to itself. This could become a large portion of the project and would likely be its own program, taking in forces constraints, and the object. | ||
− | < | + | <h1>Bending Light<br></h1> |
Should be able to be implemented through the implementation of the High speed objects section. | Should be able to be implemented through the implementation of the High speed objects section. | ||
− | < | + | <h1>Optimization<br></h1> |
This project would take into account what the starting parameters are in order to determine what algorithm to use i.e. falling 10 feet on earth with a moderate allowance of error could be done assuming constant atmospheric density and gravity. Whereas an object falling from several miles up would need to take into account the atmospheric density and changing gravitational strength. | This project would take into account what the starting parameters are in order to determine what algorithm to use i.e. falling 10 feet on earth with a moderate allowance of error could be done assuming constant atmospheric density and gravity. Whereas an object falling from several miles up would need to take into account the atmospheric density and changing gravitational strength. | ||
− | < | + | <h1>Error<br></h1> |
Any potential outputs would need their own error calculations, but perhaps more importantly is to keep track of error from machine number use. Using a double is clearly preferable in nearly all cases, but even that can have large amounts of error if ignored. | Any potential outputs would need their own error calculations, but perhaps more importantly is to keep track of error from machine number use. Using a double is clearly preferable in nearly all cases, but even that can have large amounts of error if ignored. | ||
− | < | + | <h1>Using Bullet Physics engine<br></h1> |
− | Bullet is intended primarily for realtime physics simulation, and as such may be applicable in cases where high amounts of error are acceptable (from a scientific perspective) | + | Bullet is intended primarily for realtime physics simulation, and as such may be applicable in cases where high amounts of error are acceptable (from a scientific perspective). |
− | < | + | <h1>Using Open Dynamics Library<br></h1> |
Another Game engine with the same constraints against the accuracy of the simulation. | Another Game engine with the same constraints against the accuracy of the simulation. | ||
− | < | + | <h1>Interesting Features<br></h1> |
After implementing calculations for the high speed objects section, the correct configuration should yield an answer to gravitational lensing. | After implementing calculations for the high speed objects section, the correct configuration should yield an answer to gravitational lensing. | ||
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<h1>Links to any code or algorithms you intend to use<br></h1> | <h1>Links to any code or algorithms you intend to use<br></h1> |