Accretion Simulator™ · Applied Identity Physics™
τ = TL × (critical ÷ measured) · TL = 0.136899099984016 · TL_IVA = 0.88 × TL
HIGHTISTIC (Russell Vernon Trent III) · SNSFT Foundation
uuia.app/accretion · [9,9,9,9]
SYSTEM
Speed (compute per frame)10 ms
DISK · MINIMUM MASS SOLAR NEBULA
Planetesimals200
Radius enhancement f (resolution)×100
Σ₁ solids at 1 AU, g/cm²
× beyond snow line (2.7 AU)
Σ(r) = Σ₁ (r / 1 AU)−3/2, the Minimum Mass Solar Nebula (Weidenschilling 1977; Hayashi 1981). Equal-mass bodies, rock 3 g/cm³ inside the snow line, ice-rock 1.5 g/cm³ beyond. Disk settings apply on ⟲ NEW RUN.
f multiplies every collision radius, the standard way to fit accretion into a short run (Kokubo & Ida 1996 used f = 5–6). Growth runs faster by roughly f, so read the clock as compressed by about that factor. Gravity, orbits and the collision physics are unchanged.
τ MODEL
COLLISIONS
Two bodies that touch merge if the impact is slow enough, otherwise they glance off each other (hit-and-run). The dividing speed vcr comes from the collision simulations of Kokubo & Genda (2010) and depends on the mass ratio and the impact angle. Boundary identification: τc = TL × vimp / vcr, so a collision merges below TL and hits and runs at or above it.
vcr/vesc = 2.43Γ²Θ5/2 − 0.0408Γ + 1.86Θ5/2 + 1.08, Γ = (M₁−M₂)/(M₁+M₂), Θ = 1 − sin θ. vesc = √(2G(M₁+M₂)/(R₁+R₂)) with physical radii; vimp = √(v∞² + vesc²), v∞ taken from the encounter at the enhanced contact distance.
VIEW
Drag to turn, scroll to zoom. Bright flashes are collisions: teal-to-gold flashes merged, red flashes hit and ran.
Disk view is linear, 40 scene units per AU, heights ×4. Solar System view compresses distance as 60√(r/AU) so Mercury and Neptune fit together. Body size grows as the cube root of mass.
SUN
SNOW LINE 2.7 AU
TORSION τ = TL × 2√3 / Δ
Noble 0LockedIVA≥ TL
0 yrorbits at 1 AU