5 ms·
Writing N-body gravity simulations code in Python
- mclau157 1y agoVery well done!
- antognini 1y agoOnce you have the matrix implementation in Step 2 (Implementation 3) it's rather straightforward to extend your N-body simulator to run on a GPU with Jax --- you can just add `import jax.numpy as jnp` and replace all the `np.`s with `jnp`s. For a few-body system (e.g., the Solar System) this probably won't provide any speedup. But once you get to ~100 bodies you should start to see substantial speedups by running the simulator on a GPU.
- tantalor 1y ago> rather straightforward For the programmer, yes it is easy enough. But there is a lot of complexity hidden behind that change. If you care about how your tools work that might be a problem (I'm not judging).
- almostgotcaught 1y agoPeople think high-level libraries are magic fairy dust - "abstractions! abstractions! abstractions!". But there's no such thing as an abstraction in real life, only heuristics.
- antognini 1y agoOh for sure there is a ton that is going on behind the scenes when you substitute `np` --> `jnp`. But as someone who worked on gravitational dynamics a decade ago, it's really incredible that so much work has been done to make running numerical calculations on a GPU so straightforward for the programmer. Obviously if you want maximum performance you'll probably still have to roll up your sleeves and write CUDA yourself, but there are a lot of situations where you can still get most of the benefit of using a GPU and never have to worry yourself over how to write CUDA.
- munch0r 1y agoNot true for regular GPUs like RTX5090. They have atrocious float64 performance compared to CPU. You need a special GPU designed for scientific computations (many float64 cores)
- the__alchemist 1y agoThis is confusing: GPUs seem great for scientific computations. You often want f64 for scientific computation. GPUs aren't good with f64. I'm trying to evaluate if I can get away with f32 for GPU use for my molecular docking software. Might be OK, but I've hit cases broadly where f64 is fine, but f32 is not. I suppose this is because the dominant uses games and AI/ML use f32, or for AI even less‽
- oivey 1y agoYou need cards like the A100 / H100 / H200 / B200. GPUs aren’t fundamentally worse at f64. Nvidia just makes it worse in many cards for market segmentation.
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- umpalumpaaa 1y agoEvery time I see anything on the N-Body problem I am reminded by my final high school project... I had 2-3 weeks of time to write an n-body simulation. Back then I used C++ and my hardware was really bad (2 GHz single core CPU or so…). The result was not really impressive because it did not really work. :D But I was able to show that my code correctly predicted that the moon and the earth would eventually collide without any initial velocity given to both bodies. I went into this totally naive and blind but it was a ton of fun.
- taneq 1y ago> my hardware was really bad (2 GHz single core CPU or so…) laughs in 32kb of RAM Sounds like a great project, though. There's a lot of fundamental concepts involved in something like this, so it's a great learning exercise (and fun as well!) :)
- munchler 1y agoIn Step 2 (Gravity), why are we summing over the cube of the distance between the bodies in the denominator? Edit: To answer myself, I think this is because one of the factors is to normalize the vector between the two bodies to length 1, and the other two factors are the standard inverse square relationship.
- itishappy 1y agoYou got it. The familiar inverse square formula uses a unit vector: a = G * m1 * m2 / |r|^2 * r_unit r_unit = r / |r| a = G * m1 * m2 / |r|^3 * r
- quantadev 1y agoThe force itself is `G * m1 * m2 / (r^2)`. That's a pure magnitude. The direction of the force is just the unit vector going from m1 to m2. You need it to be a unit vector or else you're multiplying up to something higher than that force. However, I don't get why you'd ever cube the 'r'. Never seen that. I don't think it's right, tbh.
- itishappy 1y ago> I don't get why you'd ever cube the 'r'. It's pulled out of the unit vector. Might be more clear if I notated the vector bits a bit: old : new r : r_vec |r| : r_mag r_unit : r_dir As you know, a vector is a magnitude and direction: r_dir = r_vec / r_mag So the formulas from before become (also correctly labeled as `F` per my other comment): F = G * m1 * m2 / r_mag^2 * r_dir F = G * m1 * m2 / r_mag^2 * r_vec / r_mag F = G * m1 * m2 / r_mag^3 * r_vec
- quantadev 1y agoOk, I see what you're doing. Your multiplying the force vector by a non unit-vector, and then dividing back out the linear amount to correct for it. You never see this in a physics book because it's a computational hack, probably because it saves you the CPU cost of not having to do the 3 division operations it takes to get each component (X,Y,Z) of the unit vector. This makes sense to do in computer code also because if you were going to raise r_mag to a power, you might as well raise it to 3 instead of 2, because it's not extra cost, but you do avoid the three divisions, by never calculating a unit vector. Back when I was doing this work, was decades ago and I had no idea about cost of floating points. Thanks for explaining!
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- gitroom 1y agoMan I tried doing this once and my brain nearly melted lol props for actually making it work
- mkoubaa 1y agoMy favorite thing about this kind of code is that people are constantly inventing new techniques to do time integration. It's the sort of thing you'd think was a solved problem but then when you read about time integration strategies you realize how rich the space of solutions are. And they are more like engineering problems than pure math, with tradeoffs and better fits based on the kind of system.
- JKCalhoun 1y agoDecades ago ... I think it was Computer Recreations column in "Scientific American" ... the strategy, since computers were less-abled then, was to advance all the bodies by some amount of time — call it a "tick" — when bodies got close, the "tick" got smaller: therefore the calculations more nuanced, precise. Further apart and you could run the solar system on generalities.
- halfcat 1y agoSo in this kind of simulation, as we look closer, uncertainty is reduced. But in our simulation (reality, or whatever), uncertainty increases the closer we look. Does that suggest we don’t live in a simulation? Or is “looking closer increases uncertainty” something that would emerge from a nested simulation?
- quantadev 1y agoThe reason uncertainty goes up the closer we try to observe something in physics, is because everything is ultimately waves of specific wavelengths. So if you try to "zoom in" on one of the 'humps' of a sine wave, for example you don't see anything but a line that gets straighter and straighter, which is basically a loss of information. This is what Heisenberg Principle is about. Not the "Say my Name" one, the other one. hahaha. And yes that's a dramatic over-simplification of uncertainty principle, but it conveys the concept perfectly.
- leumassuehtam 1y agoOne way of doing that is by each time step delta perform two integrations, one which give you x_1, and another x_2, with different accuracies. The error is estimated by the difference |x_1 - x_2| and you make the error match your tolerance by adjusting the time step. Naturally, this difference becomes big when two objects are close together, since the acceleration will induce a large change of velocity, and a lower time step is needed to keep the error under control.
- the__alchemist 1y agoNext logical optimization: Barnes Hut? Groups source bodies using a recursive tree of cubes. Gives huge speedups with high body counts. FMM is a step after, which also groups target bodies. Much more complicated to implement.
- RpFLCL 1y agoThat's mentioned on the "Conclusions" page of TFA: > Large-scale simulation: So far, we have only focused on systems with a few objects. What about large-scale systems with thousands or millions of objects? Turns out it is not so easy because the computation of gravity scales as . Have a look at Barnes-Hut algorithm to see how to speed up the simulation. In fact, we have documentations about it on this website as well. You may try to implement it in some low-level language like C or C++.
- kkylin 1y agoC or C++? Ha! I've implemented FMM in Fortran 77. (Not my choice; it was a summer internship and the "boss" wanted it that way.) It was a little painful.
- the__alchemist 1y agoOh wow! I implemented BH in rust not long ago. Was straightforward. Set it up with grpahics so I could see the cubes etc. Then looked into FMM... I couldn't figure out where to start! Looked very formidable. multipole seems to be coming up in everything scientific I look at these days...
- markstock 1y agoSupercomputers will simulate trillions of masses. The HACC code, commonly used to verify the performance of these machines, uses a uniform grid (interpolation and a 3D FFT) and local corrections to compute the motion of ~8 trillion bodies.
- quantadev 1y agoI was fascinated with doing particle simulations in "C" language as a teenager in the late 1980s on my VGA monitor! I would do both gravity and charged particles. Once particles accelerate they'll just 'jump by' each other of course rather than collide, if you have no repulsive forces. I realized you had to take smaller and smaller time-slices to get things to slow down and keep running when the singularities "got near". I had a theory even back then that this is what nature is doing with General Relativity making time slow down near masses. Slowing down to avoid singularities. It's a legitimate theory. Maybe this difficulty is why "God" (if there's a creator) decided to make everything actually "waves" as much as particles, because waves don't have the problem of singularities.
- kristel100 1y agoN-body problems are the gateway drug into numerical physics. Writing one from scratch is a rite of passage. Bonus points if you hit that sweet spot where performance doesn’t completely tank.
- tanepiper 1y agoI built https://teskooano.space/ https://teskooano.space/ - so far I've not seen any big performance issues, and it's multiple bodies running happily at 120fps. Now you're making me worry I'm not "physicsing" hard enough
- eesmith 1y agoBack in the early 1990s I was going through books in the college library and found one on numerical results of different 3-body starting configurations. I vividly remember the Pythagorean three-body problem example, and how it required special treatment for the close interactions. Which made me very pleased to see that configuration used as the example here.
- bgwalter 1y agoFor comparison, the famous Debian language benchmark competition: https://benchmarksgame-team.pages.debian.net/benchmarksgame/performance/nbody.html https://benchmarksgame-team.pages.debian.net/benchmarksgame/...
- igouy 1y agoAnd for those who have access 2022 "N-Body Performance With a kD-Tree: Comparing Rust to Other Languages" https://ieeexplore.ieee.org/document/10216574 https://ieeexplore.ieee.org/document/10216574 2025 "Parallel N-Body Performance Comparison: Julia, Rust, and More" https://link.springer.com/chapter/10.1007/978-3-031-85638-9_2 https://link.springer.com/chapter/10.1007/978-3-031-85638-9_...
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- igouy 1y agoAlso: ParallelNBodyPerformance Public https://github.com/MarkCLewis/ParallelNBodyPerformance https://github.com/MarkCLewis/ParallelNBodyPerformance