2:47 i love how the cyan planet got yeeted into the sun by the green planet and just exploded, with its corpse making an enormous ring for the green planet
Meanwhile, Saturn is sweating profusely, after reading this, realizing he killed several of his children just to decorate his body with their torn corpses.
0:00 The Star Forms 0:01 The Star Starts Pulling Stuff Towards It 0:03 Stuff Gets Pushed Away 0:06 A Belt Forms 0:09 Planets Form Whit Rings Around Them 0:14 I Loses Its Ring 0:16 H Loses Its Ring 0:20 the planets now have distinct boundaries 0:26 D Loses Its Ring 0:50 E Loses Its Ring
1:34 also love how cyan planet number 2 does a triple collision to green planet 3 and 4, then cyan planet smashes to the sun and the merger barely survives, plus it created a planet that orbited very close to the sun at 2:13
At 8:25 you can see it reform in the top right, at the end when they zoom out the simulation for a split second you can see both planets appear to be in distant stable orbits so happy ending ig?
The more of these I watch, the more I appreciate that our 'orderly' solar system is the exception rather than the norm. Of course, what we see here may well represent the first one billion years of the solar system's existence, rather than a longer timespan, so nothing has had time to settle down. However, watching the chaos unfold gives you an inkling of how, say, Venus ended up with a retrograde orbit. The thing is you could run this exact simulation a million times over, and the result will be different every time. Our forebears liked to think everything was simple, and followed a predestined plan, a bit like clockwork. However, we are learning, much to our chagrin, that rather than running like clockwork, which we far prefer, the guiding principle behind everything seems to be random chance and chaos.
By default air drag is enabled. You can disable it in the cosmos menu (Scene -> Cosmos). There's a setting called frict, it's equal to about 0.9999(and then some numbers after that). If set to 1, there will be no drag
@@GodofWeird I think you have to alter some properties for a stable simulation. Firstly, to make things clear and avoid any misunderstandings, I'm saying the obvious thing: the node gravity (like, between every particle) is turned off by default. You have to select the checkbox (also in the Cosmos menu), BUT beware of lag. To get stable fps you need to reduce the amount of particles to... Whatever your computer can take, find the amount experimentally. Secondly, in this specific sim I changed the settings dramatically, but this is probably not needed. But again, experiment. I usually change the magnitude of gravity, or the repulsion of the particles, or friction forces between them in one way or anothet
Protoplanetary disks also look like galaxies. Because they're disks. And when there's some gravitational disturbance (e.g. a protoplanet accreting material from the nearest "ring"), it looks like a galactic arm. So yeah, anything which has a disk shape and some gravity, will look a lot like a galaxy
@@spaceboi766 elliptical galaxies are a lot more chaotic in terms of orbits, and they don't really have noticeable internal structures, such as galactic arms. And they're often not disks, but, well, elliptical in shape
@@spaceboi766 I think it could be any galaxy with some visible structure. If the disk doesn't have any disturbances, then it would probably look like a lenticular galaxy. If it has some, then maybe it would be similar to a spiral galaxy, though the shape of any specific "spiral" would be very different to those of galaxies. And the amount of disturbances may be much higher, and their size can be much smaller (relative to the whole disk), and so on
No particular reason. Perhaps I named it that because this system started as a much more ordered structure than a "cloud". Also, this thing is flat (because it's 2D lol), so might as well call it a disk.
@@grox2417 after writing this comment I used google and found out. Things simply align on the average rotation axis and gravity pulls everything onto a disk. Makes a lot of sense in a 3D universe. In 4 spatial dimensions, we would see proto-planetry clouds.
@@pdjinne65 sure, but this simulation is still 2D, soooo there's kinda no "aligning", things are in a plane from the start Also, I believe in 4D you'll be able to get 4D-clouds (not just 3D ones), because there would be two rotational axes, 2 dimensions for each. So kinda like a disk in 2D is itself 2D, the cloud in 4D would also be 4D. In 5D though, this "aligning" should still happen and you will only get 4D clouds in 5D. I'm not sure though