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Thread: Simulating Erosion & Mucho Grande Arrays

  1. #1

    Thread Starter
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    Lightbulb Simulating Erosion & Mucho Grande Arrays

    Hola, como estais, ustedes. Whoops, back to english! La tarea de espanol is over! Big earth sciences project coming up, and I hoped to write a computer program that could simulate erosion. I am thinking that I should use the following data type to define each point in the virtual universe:

    Public Type RockOn
    Eroded as Boolean
    Hardness as Byte ' 0 is hardest (will not erode) 10 is softest
    End Type

    I want it to evaluate each point like this:


    Multiply the number of eroded neighbors by its hardness
    Pick a random number between 1 and 90
    If the erosion index is greater than the random number then erode it


    Then I need to render each frame, and make a movie out of it that I can show to my teacher. But that can wait until I get the virtual universe created.

    I think just randomly placing the points of various rocks in the array based on the general input of the user would suffice.

    My other big problem is that the the shear size of the array just limits its execution to a few computers that have enough ram (mine has 380 something). Can I compress the array in any way?





  2. #2
    Addicted Member Cuallito's Avatar
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    You know that chest that you could never get opened? If you ever do, I'm there.
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    Model it using navier-stokes diff equations.
    BTW, Thanks for all your help

    Member of the anti-gay cross-dressing trans-species wolves alliance.

  3. #3
    jim mcnamara
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    He's referring to using Stokes Law - basically a model of how long it takes a particle to come out of suspension in liquid water or any other liquid.

    If the water is moving it becomes a lot more complicated.

  4. #4

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    Ok. Do you know of any good web sites about navier-stokes?

    I was going to have it do a little probobility, and decide whether to erode a given point based on how exposed it is, and what its hardness is.

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