Gravity
FEATURE
themysteriousandinvisiblesubstancethatfillsour
universe,addingtoitsgravityandkeepingapparently
‘underweight’ galaxies in shape. “Part
of the problem with dark matter is
that it doesn’t really come in chunks,”
says Erika Nesvold, Giant Army’s
in-house astrophysicist. “There was a
theory that it was big, compact
objects, but it seems more likely now
that it’s sort of spread throughout a
galaxy. And that’s just really hard to
handle in an n-body simulation. And
it’s also hard, of course, to show dark
matter to a user. But we’d love to get
back into it someday.”
As a sim with no objectives
besides meddling with the cosmos, UniverseSandbox 2
doesn’t have to worry as much about the design and
playability pressures that shape gravity in Kerbal and
Outer Wilds. But in adopting n-body physics, it has to
wrangle with the question of mounting errors dependent
on the speed at which the simulation progresses.
The bigger the ‘step’ between each set of n-body
calculations, the less precise things become. “As a rule of
thumb, picking a time step that’s bigger than the time it
takes something to orbit in a circle is a bad idea,” Nesvold
says. The game performs additional ‘sub-step’ calculations
for finesse in the event of objects making sharp turns, but
“there’s only so many you can do”. Increase the time
of hundreds of bodies on each other’s movements, though
it economises in places by, for instance, treating close-knit
asteroids as a single mass. “It can become very, very slow,”
Dixon acknowledges. “But in many ways, gravity is the
simplest thing we do now.”
Giant Army has even looked at recreating dark matter,
iteration can recreate the motions of entire galaxies, each
with its central supermassive black hole.
Unlike Outer Wilds and Kerbal, Universe Sandbox 2
‘true’ n-body physics simulation. It calculates the effects is a
simulator in high school, it’s been in development for ten
years and has swollen to the point that the current
gravity is Giant Army’s
initially by Dan Dixon, who wrote his first gravity Universe Sandbox 2. Created
PLAYING WITH STARS
Way out at the deep end of videogame simulations of
our limit for stability.”
says. “But also, the 20-ish minute mark was originally
everything reset is an easy way to handle that,” Ver Hoef
reversible, like Brittle Hollow falling apart, and having
mass–thesun.ThereasonissimplythatOuterWilds’
solarsystemistiny,withplanetsthesizeofislands
separatedbytensofkilometres–assuch,thepullof
gravitydropsawaytooquickly.“Earlyon,Itriedthe
inversesquarelawonplanets,”saysAlexBeachum,
creativedirector.“Butbecausethey’resosmall,itjust
becomestooeasytoachieveescapevelocity–it doesn’t
feel right.” Instead, gravity decreases in a more ‘linear’
fashion, and the developer can set alignment fields so that
players orient towards masses automatically.
Outer Wilds also exercises a bit of licence with regard
to interactions between planets, adds tech artist and
programmer Logan Ver Hoef. “We have this sphere of
influence for the sun and we’ve got spheres of influence
for each planet. But because planets end up passing so
close by each other, if they actually affected each other at
that scale, they’d form these wild patterns and probably
just escape orbit.” The game’s equivalent of our Moon, the
Attlerock, responds only to the gravity of one planet, but
with extra acceleration dolloped on top to reflect that
planet’s orbit – otherwise, says Beachum, the Attlerock
might be left behind or dragged into the sun.
Elsewhere, however, the simulation is more stringent.
Your spacecraft may tumble off the back of a comet when
it nears the sun, for example, because in keeping with
Newton’s law, the star’s gravity acts differently on the
ship’s mass versus the comet. Moments like these were
often discovered during play, and left in for kicks. For all
its resemblance to a cosmic stage production, with planets
shape-shifting on schedule, Outer Wilds is on some level a
‘pure simulation’ with plenty of potential for chaos.
It’s possible to wreak havoc simply by venturing too
far. “If you disable autopilot and fly away from the solar
system, and open your star map, everything’s lost its
mind,” Beachum says. “Because floating point errors build
up, and the planets are too far away. You can actually
break the simulation if you try hard enough, because
they’re not on rails.” The game’s 22 minute timeloop was
introduced partly as a kind of safety valve. “We wanted
the solar system to change in ways that aren’t easily
Outer Wilds is similarly selective in its simulation. For one
thing, Newton’s inverse square law only applies to one
Mobius Digital’s planet-hopping timeloop adventure
SUM OF ALL SPHERES
masses, where the pull from each mass is equal.
- tactically advantageous locations in space between
astrophysical ‘terrain variables’, such as Lagrangian points
trade-off is that
Kerbal can’t simulate certain fancier
OUTER WILDS
IS ON
SOME LEVEL
A ‘PURE
SIMULATION’