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checkpoint: thinking out loud
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Cargo.lock

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Cargo.toml

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[package]
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name = "spacetime"
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version = "0.2.0"
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version = "0.2.2"
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authors = ["Philip Linden <lindenphilipj@gmail.com>"]
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edition = "2021"
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"serialize",
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] }
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bevy_lit = "0.3.0"
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bevy-inspector-egui = { version = "0.25.1", features = ["highlight_changes"] }
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bevy_pancam = { version = "0.14.0", features = ["bevy_egui"] }
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serde = { version = "1.0.209", features = ["derive"] }
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nyx-space = "1.1.2"
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[dev-dependencies]
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bevy-inspector-egui = { version = "0.25.1", features = ["highlight_changes"] }
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bevy-inspector-egui = { version = "0.26.0", features = ["highlight_changes"] }
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bevy_mod_debugdump = "0.11.0"
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[features]

docs/design/simulation_limits.md

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# 2D, not 3D
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# 2D or 3D?
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In 2D physics-space, rendering-space, and screen-space are basically the same thing. We can hand-wave away translations
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therein and all the complexities of visualizing information about a 3D volume in 2D screen-space.
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In 2D physics-space, rendering-space, and screen-space are basically the same
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thing. We can hand-wave away translations therein and all the complexities of
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visualizing information about a 3D volume in 2D screen-space.
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2D simulation space was selected mainly because it simplifies visualizations of information like gravitational potential
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over large areas and it makes the use of compute shaders simpler as well. For example, offloading those gravity field
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calculations to the GPU with a shader and then recovering that information back on the CPU later.
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2D simplifies visualizations of information like gravitational potential over
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large areas and it makes the use of compute shaders simpler as well. For
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example, offloading those gravity field calculations to the GPU with a shader
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and then recovering that information back on the CPU later.
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We can skip the complexities of general physics by using Nyx and other vetted
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libraries. These libraries take complicated 3D interactions, NASA almanacs, and
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other intracies into account under the hood. Nyx gives us the 3D engine "for
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free" so to speak, so we can focus on the time dilation aspect of relativity
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without having to worry about the complexities of general physics. However, we
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are limited by the number of bodies we can simulate.
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The benefit of 2D physics is that it's easier to simulate. The benefit of 3D
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physics is that it's more realistic.

docs/devlog/v0.2.2.md

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Since Nyx is a real astrodynamics crate, I'm basically locked into 3D as well.
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I put settings, constants, etc. in another RON file for safe keeping.
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# 2024-09-16
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This video
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[series](https://www.youtube.com/playlist?list=PLu7cY2CPiRjVY-VaUZ69bXHZr5QslKbzo)
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on relativity is very helpful. I'm going to watch it through a few times and try
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to implement some of the examples in code.
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I also read [some additional research](docs/research-papers/Meyers_1999_LunarTime.pdf)
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on defining a lunar time scale and it looks simple enough to implement. Famous
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last words.

docs/docs-requirements.txt

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# these packages are required to build the docs site
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jupyter>=1.0.0
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mkdocs>=1.5.3
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mkdocs-material>=9.4.8
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docs/todo.md

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