Ignoring that, it's pretty neat - and runs decently fast as well.
But I suppose the collisions are (too) elastic, also there's the issue with the spinning.
But still you can see several concepts in action, and sometimes you get a big planet with a moon orbiting it.
If you restart the simulation a few times, you should eventually get something where everything forms into one clump with low initial angular momentum. If you keep watching from that point, you'll see the clump's rotation accelerate entirely on its own.
I'm not entirely sure on the cause, but it does seem to be a simulation flaw.
whilst its obvious that you have just discovered verlet integration and the relaxation method of applying constraints - because everyone goes off and writes a physics engine at this point - i only think i know what you mean because i have assumed this.
are these length constraints, angle constraints etc?
still... no matter how common and unexciting this is for me, its always cool to play with physics simulations for five minutes. thanks for sharing. :)
Been wondering about where I can get a physics engine to simulate wind. I want to create a wind turbine simulator.
I'd like a 3d version to combine with three.js.