This project includes comprehensive documentation at three levels:
| Document | Purpose | Size | Best For |
|---|---|---|---|
| QUICKSTART.md | Get running fast | 4 KB | First-time builders |
| README.md | Project overview | 16 KB | Understanding features |
| ProjectHandbook.md | Complete guide | 235+ KB | Deep learning |
Purpose: Get a working simulation in 30 minutes
Contents:
- Prerequisites checklist
- 5-step build order
- Minimal code samples
- Quick troubleshooting
- New: Controls for Slingshot and HUD diagnostics
Use when:
- You want to see results immediately
- You're following along with the handbook
- You need a quick reference
Purpose: Professional project overview and reference
Contents:
- Introduction - What is simSUS?
- Key Features - Updated with Thermodynamics, Tidal Heating, and Shader Robustness
- Architecture - How is it organized?
- Physics Engine - Gravity solvers and integrators
- Advanced Features - Stellar evolution, relativistic effects (Z-shift), and tidal stress
- Rendering Pipeline - Visualization system with GPU handle validation
- Built-in Presets - Ready-to-run scenarios
- Building from Scratch - Setup instructions
- Controls - Updated with Slingshot mechanics
- Performance - Optimization strategies (LOD, Culling)
- Testing - Quality assurance
- Troubleshooting - Common issues
- Further Reading - External resources
Use when:
- You want to understand what simSUS can do
- You need to explain the project to others
- You're looking for specific features
Purpose: Complete educational guide from zero to expert
Chapter: Conceptual Foundation
- What are we really building?
- The N-body problem explained
- Why numerical approximation?
Chapter: The Big Picture
- Complete data flow diagram
- How components connect
- Architecture principles
Phase 1: Mathematical Foundation - Vec2
- Why we need vectors (with examples)
- Why double precision matters (astronomical scales)
- Complete implementation with explanations
Phase 2: The Body - Domain Model
- Design philosophy: state vs derived
- The "alive" flag pattern
- Single source of truth principle
Phase 3: Gravity - Physics Engine
- Newton's law conceptually explained
- The softening parameter (why and how)
- The O(N²) problem visualized
Phase 6.5: Robust Shader Management (NEW)
- Native handle validation (
getNativeHandle) - Graceful fallbacks to CPU rendering
- Preventing console spam and driver hangs
Phase 8.1: Relativistic Visuals (NEW)
- Gravitational Redshift math
- Doppler Shift (Radial velocity)
- Combined Z-shift calculation
Phase 8.5: Thermodynamics & Tidal Heating (NEW)
- The physics of heat and tidal stress
- Exponential decay logic for stable transitions
- Roche limit and tidal disruption mechanics
Phase 8.7: Orbital Mechanics (NEW)
- Sphere of Influence (SOI) math (
$r_{soi} = a(m/M)^{0.4}$ ) - Orbit Prediction via Shadow Simulation
Phase 9: Performance & Optimization (UPDATED)
- Barnes-Hut Tree (O(N log N))
- Section 9.2: Advanced Rendering Optimizations (Viewport Culling, Tiered LOD Diamond Batching)
- Visual Polish: Cubic trail fading math