WOS Solution

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goals[edit | edit source]

  • to be as simple as possible to allow simulation in browser (javascript)
  • water masses should be simulated but not relief, in future other substances: rocks, electrofields will be simulated similarly

Societies simulation[edit | edit source]

server should give[edit | edit source]

we may say that wikipedia:Geoid is simulated

grids variants[edit | edit source]

let's start with with k=7(Npix=196608) or 8(Npix=786432 and is heavy for GPU) that corresponds to 1 or 2 of aw:zoom levels and later with

k=8 (Npix=786432) that corresponds to 2, 1024x1024 pixels
k=9 (Npix=3145728) that corresponds to 3 and to Earth2014#5 arc-min
k=11 (Npix=50milion) that corresponds to 5 and to Earth2014#1 arc-min

cells are fixed[edit | edit source]

water is moved not coordinates, however after Earch axis shift coordinates may be shifted too + the whole world ocean is covered easily

cells may be moved[edit | edit source]

like in aw:SPH techniques

  • spheres

- complex calculations of depths, not needed during coastlines calculations

  • cylinders or cones with top in the Earth center

+ swirls may be modeled

physics[edit | edit source]

requirements:[edit | edit source]

1 version[edit | edit source]

  • Earth is the single solid and the single crystal
  • gravitational interaction is simulated but not electromagnetic
  • atoms velocity (friction and viscosity) is ignored

algorithm[edit | edit source]

two levels of detail[edit | edit source]

two detail levels of grid: for contour and for forces

Let's consider every atom in the wikipedia:Non-inertial reference frame. Centrifugal and coriolis forces form geoid surface.

Basin never calculates waves inside. Has mass, mass center, square (and mean height); height in mass center.

start[edit | edit source]

  1. loop through all relief, form basins
  2. check forces at basins borders - must be 0

Meridional approximation[edit | edit source]

mean relief data

real sphere[edit | edit source]

simple for... is too slow, trees are needed

area (with center), border (between 2 points), point

from simple point to more complex:

  • 1 point - 1 area
  • a border grows from the point
    border connects with the point - 2 areas
  • second border grows from the point
  • second border connects with the point - 3 areas

axis change influences[edit | edit source]

  1. on geoidVector
  2. calculate how water should be reassigned between basins
  3. reassign water
  4. calculate some contour and go to 2.

  1. loop through all relief, form basins
    basin is split on pairs of atoms; first one in pair is a key of the SortedList

obsolete[edit | edit source]

may work without contouring #cells may be moved

  1. loop through relief to find all closed water volumes (world ocean and inner seas)
    • Caspian sea is 500km from the nearest sea, Azov sea is the 70km radius eddy.
    • calculate all water volume
  2. divide water volumes on eddies with goal to occupy as much water as possible with minimal eddies quantity
    • let eddy will be in deepest places and not to much close to each other