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submitted 10 months ago* (last edited 10 months ago) by IntriguedIceberg@lemmy.world to c/asklemmy@lemmy.ml

I know that nowadays there are some physics engines pretty advanced, capable of very complex simulations.

Are we at a point in technology where if, for example, we were to simulate a rock being dropped on the floor from a certain distance, the simulation can calculate the shape and weight of the rock , the air resistance experienced during the fall, the density of the floor where the rock will fall onto, and all the other thousands of factors involved, and from those things "calculate" the sound that the rock will make when hitting the floor, and then reproduce it?

Is there such a thing? Are we there yet? If not, is it something feasible?

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[-] Ziggurat@sh.itjust.works 3 points 10 months ago

A big part of the physicist job is to know which factor aren't relevant in a simulation. You may have heard about approximation like sin(\theta) = \theta or let's assume a Gaussian distribution

it's relatively easy to compute the noise of a flat surface falling over a flat surface at a given speed. However, the more factor you add, the more complex is the problem. A good thing is that for a simple phenomenon like that, you'd get something close from real-work even with some approximations. It's more complicated for example for more "chaotic process" for example once a dice bounced-roll a few time, small difference in the exact position at the first bounce will lead to a different result, making very hard to do a proper simulation

this post was submitted on 17 Jan 2024
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