app
Adom Fields
Public Made by Adomby adom
Adom Fields: where the current and the heat go on your board.
main
John Lauer
adom-fields 0.7.0: Flow, River, Energy and Light views; the exploded stack; ghosted parts with their currents
4c99882
adom-fields 0.7.0
- Flow.
ui view --quantity flow: the solved DC current as charge streaming through the copper on the GPU (instanced streaks with glow, 60 fps on a laptop's integrated graphics), speed and glow by current density, each via barrel taking its solved share of the current between layers. The particle count follows the current-carrying copper area, and a tier check halves it once if the page cannot hold 38 fps. - The exploded stack.
--explode 0..1(the layers button in the header) pulls the layers apart with an eased animation; the barrels turn to glass and stretch, the parts ride their side, the camera backs off to keep the stack in frame. - River.
ui view --quantity river: every net's copper lifted to its voltage (rail plus the solved IR drop, exaggerated and labelled on the badge), water running over it with a flow-mapped shader, terrace sides as rock, loads falling to ground and sources lifting back up, a switching node as a tide between its rails at a slowed, stated rate. Each net gets a sign with its voltage and drop; the cursor reads the volts. - flow.bin and fields.json
flow. Per cell: the signed current density in the physical sense, the voltage, the owning net. Per net: rail, sense ("from J1 to U1"), drop, terminals as source or sink, the current down each barrel. The spec gainsvoltages,sourcesandswitching; rails are otherwise read from net names. - Copper of a net that the pinned terminal cannot reach floats in the solve; the flow and river views now ignore it rather than show its arbitrary potential.
- The tour adds four beats when the solve carries flow data: flow, the stack apart, the river, the river apart.
- Energy.
ui view --quantity energy: the Poynting vector between copper layers as pink particles, rising into the parts that take the power; the electrons at their real drift speed, against the current. - Light.
ui view --quantity light: the local speed of a change as a % of c (1/√εr_eff, Hammerstad for traces over a plane), a looping switch-on front, and each load's arrival time in ps. - Parts. Ghosted at 33 % by default with a slider beside the view buttons (
ui view --ghost); each part tagged with the current it takes in and puts out; the parts ride the river's terraces. - The key. A plain-words key for each animated view, off by default behind the Key button (the legend names the scale).
ADOM_FIELDS_UI_DIRserves the page from disk for development.
# adom-fields 0.7.0
- **Flow.** `ui view --quantity flow`: the solved DC current as charge streaming through the copper on the GPU (instanced streaks with glow, 60 fps on a laptop's integrated graphics), speed and glow by current density, each via barrel taking its solved share of the current between layers. The particle count follows the current-carrying copper area, and a tier check halves it once if the page cannot hold 38 fps.
- **The exploded stack.** `--explode 0..1` (the layers button in the header) pulls the layers apart with an eased animation; the barrels turn to glass and stretch, the parts ride their side, the camera backs off to keep the stack in frame.
- **River.** `ui view --quantity river`: every net's copper lifted to its voltage (rail plus the solved IR drop, exaggerated and labelled on the badge), water running over it with a flow-mapped shader, terrace sides as rock, loads falling to ground and sources lifting back up, a switching node as a tide between its rails at a slowed, stated rate. Each net gets a sign with its voltage and drop; the cursor reads the volts.
- **flow.bin and fields.json `flow`.** Per cell: the signed current density in the physical sense, the voltage, the owning net. Per net: rail, sense ("from J1 to U1"), drop, terminals as source or sink, the current down each barrel. The spec gains `voltages`, `sources` and `switching`; rails are otherwise read from net names.
- Copper of a net that the pinned terminal cannot reach floats in the solve; the flow and river views now ignore it rather than show its arbitrary potential.
- The tour adds four beats when the solve carries flow data: flow, the stack apart, the river, the river apart.
- **Energy.** `ui view --quantity energy`: the Poynting vector between copper layers as pink particles, rising into the parts that take the power; the electrons at their real drift speed, against the current.
- **Light.** `ui view --quantity light`: the local speed of a change as a % of c (1/√εr_eff, Hammerstad for traces over a plane), a looping switch-on front, and each load's arrival time in ps.
- **Parts.** Ghosted at 33 % by default with a slider beside the view buttons (`ui view --ghost`); each part tagged with the current it takes in and puts out; the parts ride the river's terraces.
- **The key.** A plain-words key for each animated view, off by default behind the Key button (the legend names the scale).
- `ADOM_FIELDS_UI_DIR` serves the page from disk for development.