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simSUS Documentation Index

Overview

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

QUICKSTART.md (4 KB, 95 lines)

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

README.md (16 KB, 330 lines)

Purpose: Professional project overview and reference

Contents:

  1. Introduction - What is simSUS?
  2. Key Features - Updated with Thermodynamics, Tidal Heating, and Shader Robustness
  3. Architecture - How is it organized?
  4. Physics Engine - Gravity solvers and integrators
  5. Advanced Features - Stellar evolution, relativistic effects (Z-shift), and tidal stress
  6. Rendering Pipeline - Visualization system with GPU handle validation
  7. Built-in Presets - Ready-to-run scenarios
  8. Building from Scratch - Setup instructions
  9. Controls - Updated with Slingshot mechanics
  10. Performance - Optimization strategies (LOD, Culling)
  11. Testing - Quality assurance
  12. Troubleshooting - Common issues
  13. 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

ProjectHandbook.md (235+ KB, 7,000+ lines, 33,000+ words)

Purpose: Complete educational guide from zero to expert

PART I: CONCEPTUAL FOUNDATION

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

PART II: DEEP DIVES

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