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Star Calculator (WIP)

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screenshot of the scene

Author: Little

Group: Default

Filesize: 243.45 kB

Date added: 2026-01-18

Rating: 5.6

Downloads: 2322

Views: 292

Comments: 7

Ratings: 2

Times favored: 0

Made with: Algodoo v2.2.4

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Happy new year!

I've been working on a new star calculator. It's not finished yet but I'm really enjoying it so far!

In this scene you can tinker with a star's properties such as mass and temperature, and see how the solar system reacts!
Right now planets will always orbit at the same distance -- they simply speed up or slow down to maintain their current orbits.

Hover over a planet to see stats about it (preferrably when the sim is paused).
Drag the planet around while the scene is paused to adjust its orbit.


Finally, we also have a custom planet builder underneath the star menu.
Here you can build your own planets!

I tried to make the planet builder and star menu as self explanatory as possible.
I also have several preset stars (such as Betelgeuse) you can pick from if you just want to see the world burn (literally)!

Keep in mind that naming 2 planets the same thing might cause a bit of glitches with the hover menu and trails, but as I said this is a work in progress:D

I plan on improving this scene in the future, but I still find it fun as it is.:D


2017 - 2026 Little (Random Thyme Scene)
Happy new year!

P.S. This was uploaded on my account's 9th birthday. I've been on here for nearly a decade now -- that's just crazy to me. Looking forward to even more years in the future!
Last edited at 2026/01/24 19:03:11 by Little
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Wow! Little! This is amazing! :tup:

Just curious: How did you learn to code the "Planet Info" display? Did you copy the code from another scene or is that your own design? In either case, it was very nicely done. _o_
It's my own design! :lol:
I basically just used some mouse-following code and told it to only activate if the cursor was over a planet. Then it was fairly straight forward to make a tiny GUI that uses said code!
Last edited at 2026/01/23 02:34:55 by Little
Awesome! :tup: _o_ :tup:
I just realized I uploaded this on my Algodoo account's 9th birthday.
Time flies! :lol:

To put that into perspective -- I was in 3rd grade when I joined Algobox. I'm a graduate now, and Egg!! So Cool (my first scene) is old enough to be in 3rd grade itself. That's just mindblowing to me!

My scenes have changed a lot since 2022 -- letalone 2017.
I wonder if, in 2036, the changes between my scenes now and then will be as prevalent. Only time will tell. :lol:
Last edited at 2026/01/24 19:07:23 by Little
Quote: I wonder if, in 2036, the changes between my scenes now and then will be as prevalent.

Reply: I'm looking forward to that day! Also, we should be using Algodoo V9.3.17 by then! :lol:
Cool Nice, Also How Did You Do It?
Thank you! :lol:
It's a bit complicated -- I used a lot of scene.my variables and some complex math, threw it all together with some basic GUIs, and there you have it!


I'm actually working on something based on something similar in Rust (a somewhat new programming language). Since Rust isn't part of Algodoo however, I can't share it. :(

That's actually a large part of why my scenes have become less plentiful -- Rust has become my go-to playground language so to speak, rather than Thyme.

I might try porting one of my rust projects to Algodoo someday, but I can guarantee it won't be fast. :lol:
One of my big projects requires rendering up to 262 THOUSAND tiny boxes at once -- I can (and have) made some heavy optimizations in Rust to make it buttery smooth, but those same techniques wouldn't be applicable in Algodoo unfortunately. :(
Last edited at 2026/01/28 22:56:36 by Little