Im worldbuilding and I create a star system to be able to view my celestial bodies and the interaction between them!

I’m world building around Narym planet, a huge rock planet that have a absurd specific star system, two moons and a co-orbit partner, since it isn’t much common I was very confused of what would be the size of these stelar bodies on the narymic sky, how could I make a consistent moon period, when we’ll have two moons on the night at same time, how things would look like when I inside the nebula that creates the Numve season? Well, a LOT of questions that required me to view how thigs were looking, so to be able to do it I entered a journey to create a star system that allowed me to simulate that system realistically and then be able to view what I want to view!

The system has a star Anavon, two planets Narym and Vezmar, Narym has two moons Tharela and Ciren and once a year Narym goes behind Vezmar while they pass through the Veil of Numitri (the nebula).

Ended up that I create a lot of tools to work with my system, things to help me to understand better the world and view it on a specific what so, I created:

  • A way to speed up time
  • A way to dynamic change zoom
  • Show/hide of the orbital paths
  • Show/hide of the pole pins
  • A way to easily navigate through the system with a interface
  • A texture changer to be able to see Narym in many ways based on its map
  • Jump to a specific point of time
  • Eclipse system that don’t use light (it use decals)
  • Fine control with keys to move a day forward, a day backward and pause the simulation
  • Automatic reduce the received light of the body depending on how deep into the nebula it is

Also it has the basics, orbit, rotation, precession, axial tilt, orbital tilt and so on!

So much proud of it! Wanted to share that victory with you guys! Here’s a video showing it working as well

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I’ve been working on modeling the real thing (focused on satellites), and yours is no small feat. It looks great!

I worked out the ideal kepler equations only for two-body problem to see how fast they were (super fast) compared to more precise numerical modeling.

Were you able to calculate elliptical anomoly so that paths follow Kepler’s 2nd law?

A line segment connecting a planet to the Sun sweeps out equal areas during equal time intervals (meaning planets move faster when closer to the Sun and slower when farther away).

The other tricky thing seems like it’d be parabolic paths. I haven’t tackled those, mostly because my satellite sim doesn’t need them.

I’ve got code that enables thin instancing all elliptical paths. It calculates the Matrix used for each path, with the “source” mesh being a unit circle (very proud of that). Mine also thininstances satellites, but that seems less useful for yours, unless you’re way zoomed out.

GREAT JOB!

Hey dude, thank you, but Im sorry, its very disappointing that I have no idea about that physics/math stuff. Despite the fact that it took me weeks to get it working, it was mostly cause of the amount of movement variations, conditions and features that I wanted to add while working with a AI, these tools gets much confused very quick when we add much context and conditions and it was challenging to make work. So, despite the fact that I leaned a lot doing that, its a conceptual knowledge and Im really not sure how these things are actually working under the hood :confused:

The only thing there that I needed to code from scratch was the eclipse feature cause AI wasnt being able to do what I was thinking so I had to develop it myself :sweat_smile:

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