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CrAPS: C++ [reasonably] Accurate Particle Simulation

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CrAPS: C++ [reasonably] Accurate Particle Simulation

This code is an experiment in C++ using an astrophysical N-body sim as a model problem.

Algorithm

Currently the code only uses a basic O(N^2) algorithm to compute the forces and then the leapfrog algorithm to do time propagation.

There is one branch playing with encapsulating the particle data in a Particle class, the idea being that down the line we could play with different particle types and properties, but the breaking of cache locality in this situation seemed to have a big performance hit, so the master branch now just works on sets of vectors.

Currently the code is setup to do a boring collision of two Plummer spheres but more interesting things are planned.

Building and running

Simply run

./run_build.sh 

from the main directory to run the cmake build, and then

./build/plummer_collission --nproc 4 --npar 200 --tmax 250

where the cmd line args are number of OpenMP threads, number of particles (split evenly between the two colliding clusters), and the max time, respectively. This is a bit of a pain to type each time especially to compare experiments so they will go in a config file eventually

Requirements

  • C++11
  • Boost
  • OpenMP

Todo

  • Config file
  • Re-write force-calc loop to make use of symmetry of forces without breaking parallelism/imposing race conditions
  • Barnes-Hutt alg (almost finished, in other branch, some small niggles about reduction to direct sum problem as theta ->0)
  • Choice of interesting initial conditions (disc collisions and so on)
  • Better plotting/viz
  • Hybrid MPI + OpenMP approach

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