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Codename: Fire Ring | Update 28



Run Steam to download Update 28, or buy Universe Sandbox via the Steam Store.

[h3]Update 28[/h3]
Fire Ring introduces a collision model that simulates an impact shockwave across the surface of an object, as part of our work to continuously improve collisions. In addition, there are improvements to object trails, additional object information, bug fixes, and more.

[h4]Shocking Collisions[/h4]
Object heating from impacts now realistically moves over the impacted object as a shockwave. Fragments are ejected from the edge of the shockwave at more realistic angles. Learn more in our Collisions guides:
Guides > Tutorials > Planetary Collisions Guides > Science > Collisions: Energy, Mass, and Speed





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[h4]Impactor Heating[/h4]
Both objects involved in a collision now experience collisional heating on their surfaces, instead of just the larger object.





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[h4]More Highlights[/h4]
  • Grazing collisions now look more realistic with shockwaves and surface dragging




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  • Object trails are now projected back in time to show their full past trajectory




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  • Objects now have additional information (like, planet, moon, rogue object) in the property panel based on their relative motion around other objects




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  • As we work toward making our simulations more deterministic, seeds for randomized simulations are now easier to find, allowing you to recall previous random scenarios




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This update includes 6+ additions and 22+ fixes and improvements.

Check out the full list of What's New in Update 28

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.

Universe Sandbox for Mobile | DevLog 1

Universe Sandbox on iOS! We’re also working on an Android version.

You can purchase Universe Sandbox via the Steam Store.

Have you ever wanted a universe in your pocket? We have too, and so we’ve been actively working on a mobile version of Universe Sandbox for both iOS and Android to make this a reality.

Universe Sandbox for mobile will have the same features and interface as the desktop version (in fact mobile and desktop are built from the same source code) and we are working to make sure it is an equally enjoyable experience.

[h3]All-Around Improved Experience[/h3]
Our work on mobile has motivated many features and improvements that have already been made to the desktop version. This includes automatic scaling of graphics settings based on screen resolution and the separate, minimizable panel that comes up when you use a tool, like the laser. Additionally, optimizing Universe Sandbox for mobile has the added benefit of improving performance on the desktop version.

Adapting Universe Sandbox for mobile challenged us to simplify our user interface to its core, resulting in changes like the separate, minimizable panel for the tool currently in use, like the laser (shown in the lower right here on a smartphone).

[h3]Designing a Handheld Universe Simulator[/h3]
For the last few months, we’ve been focusing on making sure the mobile version is just as fun to play as the desktop version. In Update 26, we unified the user interface across desktop and VR, and we’re continuing to develop this unified interface with physically smaller (that is, mobile) screens in mind. You can check out how we are building this flexible user interface right now by making the window in the desktop version small. If you do try this, you’ll notice it presents quite a design challenge, not only for existing features but also for any features we add.

The interface filling up the entire screen on a mobile phone shows how challenging it can be to fit all of the windows on a smaller display.

You may have seen some of the improvements we’ve made to our user interface in recent updates. For example, our bottom bar redesigns both create a sleeker, more adaptable desktop experience while also making everything more accessible on mobile. However, we are still working on solving a few design challenges including (but not limited to):

  • What’s the best way to manage all of the different panels on a small screen (our guide system creates particular challenges)?
  • Working around the limitations of minimum button sizes required for a touchscreens
  • How do we make the user interface work in both portrait and landscape orientations?
Lower amounts of memory on mobile phones, as well as hardware limitations leading to poor performance, are two of the challenges we are still working on to get Universe Sandbox to run smoothly on mobile devices.

[h3]What’s Next for Mobile Development[/h3]
We have been working on numerous updated user interface designs that improve functionality and clarity no matter what device you are on, and implementing those is one of our major next steps. We’re also currently hiring a cross-platform engineer to help bring Universe Sandbox to mobile and beyond.

There are occasional bugs to fix in the mobile version, such as this one showing patchy trails on an iOS phone at high simulation speeds. (By the way, we fixed this bug!)

While we still do not have a release date or official price for mobile, we currently plan on it being a one-time paid app with no ads or in-app purchases. We hope to write more of these mobile-focused DevLogs as we make more progress, so stay tuned!

If you want to receive updates when there is new information about mobile, like this DevLog, sign up for our mailing list:
http://universesandbox.com/mobile/

To join our community discussions, please join us on our Steam Forum and our official Discord community.

Atmospheric Adjustments | Update 27.2



Run Steam to download Update 27.2, or buy Universe Sandbox via the Steam Store.

[h3]Update 27.2[/h3]
You can now change specific simulation interactions, like gravity and collisions, on a per-object basis! This minor update also includes simulated atmosphere opacity (a measure of how hard it is to see through the atmosphere), bug fixes, and more.

[h4]Individual Object Simulation Manipulation[/h4]
The ability to turn off specific simulation interactions on a per-object basis has been added to all objects in Properties > Overview. We plan to add to this over time, and we hope you enjoy creating all kinds of crazy scenarios with these options as much as we do!



[h4]Opaque Atmospheres[/h4]
Atmosphere Opacity is now simulated based on an object's properties, like Radius and Atmosphere Mass. Learn more about this new feature in our Atmospheres guide under Guides > Science > Atmospheres.



[h4]More Highlights[/h4]
  • Polar ice caps on random rocky planets are now informed by the water depth around the poles and are no longer circles




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  • Opening multiple surface data views no longer causes a noticeable reduction in performance

This update includes 7+ additions and 13+ fixes and improvements.

Check out the full list of What's New in Update 27.2

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.

Cloud Speed Simulation | ScienceLog #5

Universe Sandbox now realistically simulates the speeds at which clouds rotate.

One of our recent improvements to Universe Sandbox includes realistically simulating the speed at which clouds rotate around objects, like planets and moons. While our in-game guide, which can be found under Guides > Science > Clouds, shows off these new features, we wanted to explain them in a little more depth.

To simulate completely realistic clouds, we would need to do a full weather simulation, including the water cycle. As we talk about in our Snow Simulation ScienceLog, this isn’t currently possible without a supercomputer, so for now our clouds are drawn from pre-made cloud pictures. However, we determine the speed at which clouds rotate around an object’s surface from two simulated effects.

Simulating realistic weather patterns faster than real time (one second per second) is very difficult, especially with your average computer.

[h3]Creating Wind[/h3]
In reality wind is initially created going in an unexpected direction - it travels outwards from the equator to the poles instead of rotating around the equator.

This is because objects are (generally) warmer at their equator and colder at their poles. The higher temperatures at the equator lead to a higher air pressure (essentially the weight of the atmosphere) at the equator, while colder temperatures at the poles lead to lower air pressure. The high pressure air at the equator moves to the lower pressure air at the poles, creating a wind that moves the clouds with it.

This wind moves faster, increasing the cloud speed, the larger the temperature difference between the equator and the poles is, since this will create a larger air pressure difference. In Universe Sandbox we simulate this difference in air pressure between an object’s equator and its poles based on the difference between its Minimum and Maximum Temperature, which are usually at the poles and equator.



By lasering Mars, we are increasing the maximum temperature, which increases the difference between the maximum and minimum temperatures on Mars, as well as the difference between maximum and minimum air pressures, which increases the cloud speed.

[h3]Changing the Wind’s Direction[/h3]
So if wind, and clouds, starts out moving from the equator to the poles, why is it that in reality (and in Universe Sandbox) the wind and clouds move around the Earth’s equator?

This has to do with something called the Coriolis effect - the second effect we simulate for our cloud rotation speeds - which is an effect that occurs on any object that rotates. The Coriolis effect creates a force, called the Coriolis force, that pushes the wind around the Earth’s (or any object’s) equator. The strength of this force increases the faster the object is rotating.

[h3]The Resulting Rotation (Speed)[/h3]
So we now have two effects pushing the winds, and thus clouds, in two different directions:

So how do we arrive at the final wind, and cloud, rotation speed? The wind speed will increase until the strength of both effects on the wind is the same. When this happens, the wind and clouds end up rotating around the equator of the object at a constant, unchanging speed. In Universe Sandbox this speed is taken as the Cloud Rotation Speed.

[h3]Manipulating the Winds[/h3]
A really interesting effect that happens when our two simulated effects have the same strength is that the faster an object rotates, the slower the cloud speed will be.

The cloud rotation speed here is changing only based on the rotation speed of Earth. Slower planet rotation speeds lead to faster cloud rotation speeds, which is not what you’d expect at first.

A faster object Rotation Speed creates a stronger force from the Coriolis effect, which allows the two effects to reach an equal strength more quickly. This means that the wind speed has less time to increase before it becomes constant. The result is that the final wind, and Cloud Rotation Speed, is slower.

In addition to Rotation Speed and the Minimum and Maximum Temperature, the strength of the wind that is created from the temperature difference also depends on the Atmosphere Mass, the Surface Gravity, and the Radius of the object (see the Bonus Math section below for details). This is because a more massive atmosphere will slow down the Cloud Rotation Speed, since it is harder to move, and a smaller object radius will increase the Cloud Rotation Speed, since it is easier to move air around a smaller object.

While simulating these effects is a welcomed advancement in our cloud simulation, there are still many improvements we would like to make. This includes dynamically generating clouds and giving them more realistic material compositions. For now, try experimenting with different object properties to see how they affect the Cloud Rotation Speed. We recommend the object’s Rotation Speed, since we can’t slow down the Earth in real life (nor would we want to), this is a great way to see some amazing science at work!



This blog post is part of our ongoing series of ScienceLog articles, intended to share the science behind some of Universe Sandbox’s most interesting features. If you would love to learn about the real-life science powering our simulator, please stay tuned and let us know what you would like to read about next.

To join our community discussions, please join us on our Steam Forum and our official Discord community.



[h3]Bonus Math[/h3]
If you’re interested in exactly how different object properties relate to both the force from the difference in the air pressure between the equator and the poles (called the pressure gradient) and the force from the Coriolis effect (called the Coriolis force) then you’ll enjoy this extra little bit of math.

When we simulate the cloud rotation speed we figure out the pressure difference, ΔP, which is based on the maximum atmosphere surface pressure, Pmax. This is the surface pressure at the equator, and depends on the Atmosphere Mass, M, the Surface Gravity, g, and the radius of the planet, R,



The pressure and temperature of a gas are related (by something called the Ideal Gas Law), so we can compute ΔP using just Pmax and the maximum and minimum temperature, Tmax and Tmin , of the object,



Now that we have this pressure difference, we can compute the force, F, that this pressure gradient applies over a certain amount of air mass, m. This force per mass is what causes winds and clouds to move and depends on ΔP (and a few other less important things). That means that this force can change depending on M, g, R, Tmax and Tmin , (that is Atmosphere Mass, Surface Gravity, Radius, Maximum Temperature, and Minimum Temperature respectively) so all of these properties affect the cloud rotation speed,



Here the ∝ symbol means “proportional to,” which is similar to an equals sign, “=”, but leaves out some of the less important values. The Coriolis Force also provides a force per mass in order to move clouds. This force is dependent on a few different things, but in particular it depends on the rotation speed of the planet, Ω, and the speed that the wind is already moving due to the pressure gradient, v,



To reach a balanced state where the wind, and clouds, are moving around the equator of an object at a constant speed, the two forces must be equal, leading to the relationship



Now the value we want is the wind, or cloud, rotation speed, v. Rearranging the above equation gives us



So what does this mean? First, the larger the difference between the minimum and maximum temperature, the faster the clouds will move. This is because a larger temperature difference means a larger pressure difference, thus faster winds.

It also shows mathematically why a more massive atmosphere slows the cloud rotation speed and a smaller radius can dramatically increase the cloud rotation speed like we discussed above.

But the most interesting consequence of this relationship is that it shows why it is that the faster an object rotates, the slower the cloud speed will be. This result was so surprising to us at first that we had to triple check it (we’re convinced it is correct now, don’t worry). While it’s impossible to slow down the Earth’s rotation in reality (not to mention the immense destruction that would cause if we could), exploring in Universe Sandbox allows you to see the consequences of some beautiful math for yourself.

Clouds in Motion | Update 27.1



Run Steam to download Update 27.1, or buy Universe Sandbox via the Steam Store.

Cloud speed is now simulated based on an object's temperature and rotation speed. Surface simulation performance improvements, an Appearance interface redesign, adjustable planetary rim lighting, and more round out this minor update.

The feature image shows a laser heating up the Earth to speed up the cloud rotation with no planetary rim lighting.

[h3]Simulated Cloud Speed[/h3]
Cloud speed is now simulated based on an object's temperature and rotation speed as part of our continued incremental improvements of clouds. Check out our new Clouds guide for a tour through our entire cloud system: Guides > Science > Clouds.





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[h3]Easier Appearance Editing[/h3]
As part of our continued user interface improvements, the Properties > Appearance tab has been redesigned to combine color customization with visibility and other options to make changing the appearance of an object even easier.



[h3]More Highlights[/h3]
  • Surface Simulation has been improved to update only objects that are changing each frame, improving performance for simulations with many objects

  • Created simulation of NASA’s Juno spacecraft flyby of Ganymede in June 2021: Open > Historical > Juno Flyby of Ganymede in 2021

  • Star glows correctly fade as you get farther away from them when Object Visibility is set to Realistic again




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  • Added Atmosphere Density and Speed of Sound Properties to Properties > Surface > Atmosphere

  • Rim Lighting can now be adjusted under View > Object Visibility > Rim Lighting

This update includes 8+ additions and 21+ fixes and improvements.

You can also check out our 2021 Roadmap to learn more about what we’re currently working on!

Please report any issues on our forum, on Discord, or in-game via Home > Send Feedback.

Check out our full list of Update 27.1 changes