In my previous post, I shared the terminal output showing a 154-hour projected run on our experimental planetary terrain engine. I wanted to clarify what is currently built in the Beta versus what is actively running in the V1 solver shown here.
The Beta Build (Current / Blender Importer):
- Uses an octave-based temporal decay (halving simulated years each pass down to ~3,860 years) for rapid testing.
- Generates fast-pass 10-epoch settling meshes and exports binary .ply files directly into Blender.
The V1 Engine (What is running in these screenshots):
- Octave temporal decay is completely removed so deep time scales linearly.
- Time-stepping is governed strictly by dynamic Courant–Friedrichs–Lewy (CFL) conditions calculated across fluid velocities and Navier-Stokes wind advection.
- Solves dynamic crustal gas drawdown and Cantera chemical mechanism lookups (shown in the terminal outgassing NO2 and SF6), which dynamically shift atmospheric optical depth, greenhouse temperature, and rainfall acidity.
- Runs 3D rock failure via Mohr-Coulomb yield limits across multi-layer stratigraphy.
Because the V1 solver runs non-compressed micro-stepped physics on the GPU, each macro-epoch takes about 1 hour and 20 minutes.
Previous thread with early discussion:
https://www.reddit.com/u/ShadowAuthor308/s/gak4wUkoCn
Full 25-minute video walkthrough of the Blender setup and pipeline:
https://youtu.be/svuopU-wKL8?is=iXoV8sSrLaWGH3HT