SonicGGS support pages
Screenshot showing SonicGGS in action
SonicGGS for Windows takes a number of objects and their properties like mass, radius, initial position and velocity, and calculates their gravitational interaction. Result of calculations is a moving scene displayed on the screen. Simulation speed is highly dependant on the CPU power, but can easily exceed real-time by the factor of 10^7 or more, without loosing much of it's accuracy. Simulation accuracy is dependant on the value of the simulation's time-slice for which the calculations are made, initial conditions, and duration of simulation.
Screenshot showing SonicGGS in action


A small error is introduced in every calculation because the calculations are done for discrete points in time. This error is then summed up with previous errors, and propagated thru every consecutive calculation. After some time it's magnitude becomes high enough, so further simulation becomes unpredictable and highly sensitive to initial conditions. Thus the simulation shows properties of a chaotic system.

Accuracy for moderate time-slice values and real-world initial conditions (eg. high precision data about Solar system) is high enough to produce a good simulation for several hours, maybe even days in real-time duration. In simulation time, it could be hundreds or thousands of centuries, depending on the time-slice value. Simulation time is also displayed on the screen, along with some other information which include distance from the center of mass, or FPS, MCS, and MSS achieved. Program is coded in Visual C with parts coded in assembler. Engine core is coded entirely in assembler, to provide the highest speed possible.
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SonicGGS is © 2005-2007. by G. Nedic
GGS is © 1999-2007. by the same author