Integrating gravitational acceleration of particles for simulation

In summary, the conversation discusses the two body problem and how to calculate the trajectories of particles in the problem. The formula for accelerating particles is given, and the question of why a substitution is only made for the r vector when the denominator stays constant is raised. The answer is that this is only true for circular orbits. It is also mentioned that the magnitude of the vector connecting the particles changes over time, and that complex equations cannot be typed in the format used in the conversation.
  • #1
caspernorth
28
0
I've tried out the two body problem and tried to work out the trajectories with respect to their center of mass frame(located at the origin) as follows (it worked!:smile:):

particles = m1 and m2
Fm1 = force of m2 on m1
Fm2 = force of m1 on m2


a = Gm2[itex]\hat{r}[/itex] / r2
[itex]\hat{r}[/itex] is the unit vector
[itex]\hat{r}[/itex] = r/|r|
a m1 = Gm2 r / |r|^3
r = √(x^2 + y^2)

and did this for both a1 and a2 but my doubt is this:
why is there a substitution for r vector only when the denominator term stays constant (magnitude).
Wouldn't this imply that particles slows down when r vector decrease?!

at each time intervals shouldn't the magnitude of vector connecting two particles change too? please help.
also why can't type in complex equation forms (am1 = [itex]\frac{Gm2[itex]\hat{r}[/itex] }{r2}[/itex]). it shows the syntax instead of formatted text.
 
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  • #2
why is there a substitution for r vector only when the denominator term stays constant (magnitude).
What do you mean with that?
The denominator stays constant for circular orbits only.
at each time intervals shouldn't the magnitude of vector connecting two particles change too?
In general, it does.

also why can't type in complex equation forms (am1 = [itex]\frac{Gm^2\hat{r} }{r^2}[/itex]). it shows the syntax instead of formatted text.
Do not nest [itex] and BB-Code tags, that does not work.
 

1. What is the purpose of integrating gravitational acceleration in particle simulation?

The purpose of integrating gravitational acceleration in particle simulation is to accurately model the movement and interactions of particles under the influence of gravity. This is important in various scientific fields, such as astrophysics, cosmology, and fluid dynamics.

2. How is gravitational acceleration calculated and integrated in particle simulation?

Gravitational acceleration is calculated using Newton's Law of Universal Gravitation, which states that the force between two objects is directly proportional to their masses and inversely proportional to the square of the distance between them. This force is then integrated in the simulation using numerical methods, such as Euler's method or Runge-Kutta methods.

3. Can integrating gravitational acceleration in particle simulation account for other forces besides gravity?

Yes, particle simulation can incorporate other forces, such as electrostatic forces, magnetic forces, and strong and weak nuclear forces. These forces can be added to the simulation alongside gravitational acceleration and integrated using the same numerical methods.

4. What are the limitations of integrating gravitational acceleration in particle simulation?

One limitation is that the simulation assumes a perfect spherical shape for all particles, which may not be accurate for irregularly shaped particles. Additionally, the simulation does not take into account relativistic effects, which may be significant for high-speed particles. Furthermore, the accuracy of the simulation depends on the chosen integration method and step size.

5. How is integrating gravitational acceleration in particle simulation used in real-world applications?

Integrating gravitational acceleration in particle simulation has many real-world applications, such as predicting the movement of celestial bodies in astronomy, studying the formation of galaxies and clusters of galaxies in cosmology, and simulating fluid flow in engineering and weather forecasting. It is also used in computer graphics to create realistic animations of objects falling and colliding under the influence of gravity.

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