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Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

neoradar.space

11–20 of 27 posts

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#11

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

Very cool I'm going to share with our NEKAAL group at Farpoint Observatory.

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#12

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

Why did you choose to have something else write the project if your goal was to learn as much as you can from first principles yourself?

Fair point, and one I've thought about a lot.

My analogy: AI is like a calculator. In the hands of someone who doesn't understand math, it produces answers they can't verify. In the hands of someone learning, it lets you tackle problems that would otherwise take years to reach.

But the real answer is what I can demonstrate: I understand why Newton-Raphson converges for Kepler's equation, why RK4 needs 4 evaluations per step, why adaptive timestep matters near perihelion, and why N-body perturbations from Jupiter dominate over Saturn for most NEOs. I wrote the physics isolation boundary myself because I understood why it mattered.

Could I implement all of this from scratch without AI? Not yet. But I understand what's there and that's where I'm starting from, not ending.

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#13
post #6

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

Hey cool project! I built a solar system visualizer some years ago but just using the ephemerides data, no physics. This is ambitious. Noting your age I would say, invest some time in the basics - Euler, Improved Euler, finite differences, explicit vs implicit, multi-step methods etc. Eg I see you've got a powerful adaptive Runge-Kutta method implemented in integrator.js. While that will do really well, for the sake…

Thank you! this is exactly the kind of feedback I was hoping for. Making the solver swappable is a genuinely great idea I hadn't considered. Watching Euler blow up the solar system while RK4 stays stable would make the tradeoffs immediately visible. Adding that to the roadmap.

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#14

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

Very cool I'm going to share with our NEKAAL group at Farpoint Observatory.

[dead]

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#15

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

If anyone is wondering or it's not clear, AI was used. (There's some discussion in a sibling comment).

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#16

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

If anyone is wondering or it's not clear, AI was used. (There's some discussion in a sibling comment).

yep

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#17
post #4

Earlier quoted context omitted.

Why did you choose to have something else write the project if your goal was to learn as much as you can from first principles yourself?

When I'm starting from mostly ignorance, being an apprentice is better than trying , making little progress, and giving up. The problem will be if we never transition from being an apprentice, to independence.

Were people not able to accomplish that transition in the times before AI existed?

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#18

Hi HN! I'm Davi, a 17-year-old developer from Brazil, and I've spent the last few months building NEO Radar, a browser-based orbital mechanics engine focused on Near-Earth Objects. The goal wasn't to build another Solar System viewer, but to understand how orbital propagation actually works and implement as much of it as I could from first principles. Some highlights: • 41,812 real asteroids from the Minor Planet Cen…

If anyone is wondering or it's not clear, AI was used. (There's some discussion in a sibling comment).

I know it's just me, but whenever I see "AI was used" it sounds like "a word processor was used" back in the 80s.

I remember all those poorly designed but laser-printed papers with clashing typefaces and ugly clip art. But look at where we are now: the word processor didn't destroy graphic design--it made it more visible and thus more important.

AI is the same thing. This specific creation (Neo Radar) is actually very cool, but we all know there is lots of AI slop out there. That's what happens when a new, powerful tool suddenly appears. But as people learn to use AI, we will wonder how we could have lived without it. I'm never going back to pre-AI days, if I can help it.

So don't worry--things will be better in a decade or so--I mean, assuming we haven't all ascended in the Singularity or been turned into batteries by ASI.

Re: Neo Radar: A browser-based orbital mechanics engine with 41k real asteroids

#19
post #4

Earlier quoted context omitted.

When I'm starting from mostly ignorance, being an apprentice is better than trying , making little progress, and giving up. The problem will be if we never transition from being an apprentice, to independence.

Were people not able to accomplish that transition in the times before AI existed?

Novices apprenticed to humans, instead of AIs; if they could find one. Flight dynamics guys might be too busy for a 17-year old apprentice from Brazil.
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