pel!gr~O's:
these dangerously attractive shapes
may, or may-not, rotate,
but they're all actually the same
shape... squares
more precisely,
iNverse squares ~
every object in this scene is drawn
toward every other object in the scene,
by the inverse square of the distance
between them
that sounds familiar! but this doesn't
look familiar; that is to say,
it actually does look familiar,
except that it's instantly recognizable
as something other than
gravitational captivity
so, what is going on here?
NOTHING
is going on here ~ there is no programmed
behavior in this scene; the ONLY thing
happening is the attraction of every object to
every other object
collisions: there is no
collision detection - shapes
can NOT tell if they
have 'collided' with another shape
obstacles: there is no
obstacle avoidance - shapes
do not make any effort to avoid
other shapes, and none of the shapes
is considered an 'obstacle'
deformation: objects do not
alter their shape after they collide
with something, neither do they orient
themselves in ways to make their motions
more hydrodynamically efficient
crash detection: you may think
you have seen an object which knew that
it had been impacted with enough force
to be 'destroyed' - that is not happening
organization: if you think you're
seeing multiple shapes coordinating
their movements, you're not - there are
NO collective objects,
or multi-shape organisms,
or collaborative behaviors
flocking: ultimately,
different objects may appear to
have assembled the entire
scene in such a way as to make a
nearly permanent pathway for some
recurring 'circulatory'
motion - this is not happening
If nothing is happening, then
what's happening?
first, there are a few
things you might notice which actually
are happening
cyclical universe:
objects are compelled through a
cylical scene, and might be
attracted to their own backs;
while not technically an error,
such an effect can't occur
outside a cyclical environment
atomic fission: though rare,
it is possible for the position
of an object to be such that its next
calculated position will be INCREDIBLY
far away;
this IS a possible result of the calculation
and occurs more often in tightly packed
scenes
lagged to hack-tic: depending
on processing power, it is possible that
one object's thread will lag and the object
will seem to drift off;
this is an error and should not happen
jump cut: depending on processing
power, it might happen that EVERY object will
suddenly POP
to a different location;
this is a processing error and NOT a potential
result of the calculation
perma-ban: the code grows at
O(n2) and can get pretty intense, it might
happen that a particular object will simply
freeze in place;
this is a processing error - the equation
MUST grow at that rate
ok, fine; but WHAT is going on here?
HOW is this the same equation as
gravity, but not producing the same
results?
Objects are attracted to
a ring around
the center of other objects,
by the inverse square of the distance
between them.
that's incredibly close to the equation
for gravity - it only differs by having
the attraction towards a location radiating
from the center-point of other masses,
instead of precisely to the center
all of these objects are much smaller
than, say, THE MOON;
so, for example, if the moon were attracted
to a
one-inch circle around the
center of the earth, there would be
no appreciable difference between that
and just journeying to the center
of the earth
this equation can, therefore, also
be used to create gravity simulations of
large objects;
it differs dramatically when the dimensions
are relatively much closer to the radius of
the ring around the other object's center
double-click on the scene to pause,
then you can click on an individual
shape to view the
Danger Bubbles
as that shape sees them in the scene;
remember, it's going to be the field
view of every other object in
the scene, so it might be a little
confusing
double-click again to restart;
click on the
+|-
to add and
remove shapes, double-click them to
re-add the initial shapes
or blank the entire scene;
you can, ofcourse, use the slider
to magnify and drag the corner
to resize the scene