Simple particles simulation (gravity)

qwe
Messages
25
Reaction score
0
i believe I'm using the correct equations, but the orbit won't work. here is the relevant code for a 2 particle simple orbit simulation. I'm not sure what I'm doing wrong

Code:
...

timeStep = 1.0
gravityConstant = 6.67384 * 10.0 ^ -11.0

...

// (initialize particles)
// p[n].m: mass, p[n].x: initial x position, p[n].vz: initial velocity vector along z axis

            p[0].m = 1.0
            p[1].m = 1.0

            p[0].t = 0
            p[0].x = 10.0

            p[1].t = 0
            p[1].x = -10.0

// initial velocity = sqrt(m2 ^2 * G / m1 + m2 * distance)

            p[0].vz = sqrt( ( p[1].m * p[1].m * gravityConstant ) / ( p[0].m + p[1].m * 10.0 ) )
            p[1].vz = sqrt( ( p[0].m * p[0].m * gravityConstant ) / ( p[1].m + p[0].m * 10.0 ) ) * -1

...

// (each loop, for each particle... p[n] is current particle, p[m] is other particle)

                        // calculate distance
                        dx# = p[m].x - p[n].x
                        dy# = p[m].y - p[n].y
                        dz# = p[m].z - p[n].z
                        distance# = sqrt( dx# * dx# + dy# * dy# + dz# * dz# )
                        // calculate force
                        force# = (gravityConstant * p[n].m * p[m].m) / (distance# * distance#)
                        // calculate acceleration, include timestep
                        acceleration# = (force# / p[n].m) * timeStep
                        // calculate unit vector and calculate magnitude of vector (acceleration)
                        p[n].vx = p[n].vx + dx# * (acceleration# / distance# )
                        p[n].vy = p[n].vy + dy# * (acceleration# / distance# )
                        p[n].vz = p[n].vz + dz# * (acceleration# / distance# )
 
Last edited:
Physics news on Phys.org
Without going through the code in details:
1. I don't see where you update particle position. I assume you just omitted it for brevity.
2. Gravitation force between 2 1kg masses at 10 meters is not exactly very strong.
3. With a time step of 1s your are going to have a lot of very small steps, running into precision and error accumulation issues
4. Euler method sux. Bite the bullet and code up 4th order Runge-Kutta, then you can increase your step size to a sensible value.
 
am i doing the timestep correctly? the bigger the timestep, the more acceleration applied. that doesn't seem right, the orbit shape changes based on the timestep, but it shouldn't
 
Numerical integration suffers problems with accuracy and stability. The simple method you are using is called Euler method and isn't good. As Delta said, you should try 4th order Runge-Kutta.
 
Back
Top