Antimatter Collector — 2D Accretion Disk & Relativistic Jets
2D companion to the Antimatter Collector: a Keplerian accretion disk feeds twin relativistic jets while six orbiting satellites harvest antimatter, with a live collection-rate readout driven directly by the orbital-speed and jet-power sliders.
The 3D original renders a shader-driven black-hole accretion disk in WebGL; this 2D companion keeps the same underlying motion — disk particles orbiting with angular speed proportional to 1/√radius, scaled by black-hole mass — but draws it on a flat canvas so the orbital mechanics themselves are easier to read. Twin relativistic jets fire from the poles at a rate set by jet power, and six collector satellites orbit the disk's edge, each firing a beam whose combined effect drives a live antimatter-collection-rate readout computed directly from the jet-power and collection-speed sliders.
2D accretion-disk lab: Keplerian-scaled orbital speed (∝ mass/√radius) drives disk particles, relativistic jets recycle along the polar axis at a rate set by jet power, and orbiting collector satellites accumulate an antimatter readout at a rate of jet-power × collection-speed × a fixed constant.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install
What physics does the accretion disk actually follow?
Disk particles orbit with angular speed proportional to 1/√radius, the same Keplerian-like scaling used by the 3D original's shader — inner particles visibly orbit faster than outer ones.
How is the antimatter collection rate calculated?
Collection rate = jet power × collection speed × a fixed constant, integrated over time into the live "Antimatter" readout in milligrams — both drivers are exposed as sliders so you can watch the rate respond directly.
Is this a real simulation or a decorative animation?
It is formula-driven: every particle's position comes from an explicit orbital-speed or jet-lifetime equation tied to the mass, jet-power and collection-speed sliders, not a canned animation loop.