Version: 1.0 Status: Design Document Last Updated: 2025-11-15 Authors: Morphogen Architecture Team
Kerbal Space Program (KSP) is not just a game — it's a brilliant example of multi-domain physics simulation that maps perfectly onto Morphogen's operator graph architecture. This document demonstrates how Morphogen can model KSP-style physics (orbital mechanics, aerodynamics, rocket staging, part assembly, and more) and potentially become a framework for building similar simulations.
- Game-to-Simulation Mapping — How KSP's gameplay mechanics map to Morphogen domains
- Multi-Domain Physics Pipeline — Orbital, aerodynamic, propulsion, and structural domains working together
- Part-Based Assembly System — Component composition using Morphogen's graph architecture
- Real-Time Simulation — Physics stepping with GPU acceleration options
- Cross-Domain Integration — Geometry, physics, audio, and visualization working in concert
- Educational Platform — Morphogen as a tool for teaching orbital mechanics and aerospace engineering
KSP demonstrates that Morphogen's vision extends beyond niche engineering:
- It shows Morphogen can handle real-time game physics
- It validates the part-assembly paradigm for complex systems
- It proves multi-physics integration at interactive framerates
- It opens educational and scientific computing use cases
- It demonstrates level-of-detail switching (simplified vs. N-body gravity, etc.)
KSP is famous for making orbital mechanics accessible and fun:
- Players design rockets from modular parts
- Launch vehicles into orbit using realistic physics
- Navigate using delta-v budgets and transfer orbits
- Land on planets and moons with varying gravity and atmospheres
- Deal with staging, fuel management, and structural limitations
The Physics Stack:
Parts (engines, tanks, structure)
↓
Assembly (staging, connections, mass distribution)
↓
Forces (thrust, drag, gravity, lift)
↓
Integration (velocity, position updates)
↓
Orbital mechanics (Kepler, patched conics)
↓
State transitions (SOI changes, atmosphere entry/exit)
This is exactly an operator graph problem.
Can Morphogen simulate KSP-style physics? 👉 Yes — and potentially better than Unity physics.
Can Morphogen become a framework for aerospace simulations? 👉 Absolutely — with clear advantages:
- Declarative YAML assembly
- Modular operator domains
- GPU acceleration where needed
- Level-of-detail physics switching
- Integration with TiaCAD for part geometry
- Integration with AudioDomain for engine/aerodynamic sounds
- Perfect for education and research
Let's map KSP's systems onto Morphogen domains:
KSP Feature: Patched conics orbital prediction
Morphogen Domain: OrbitalMechanicsDomain
What It Does:
- Solve Kepler's equation for orbital position
- Compute orbital elements (a, e, i, Ω, ω, ν)
- Predict transfer orbits (Hohmann, bi-elliptic)
- Handle sphere-of-influence (SOI) transitions
- Lambert's problem for rendezvous
- Calculate delta-v requirements
Key Operators:
orbit.kepler_solve(M, e) -> E // Eccentric anomaly
orbit.state_to_elements(r, v, μ) -> OrbitalElements
orbit.elements_to_state(elements, t) -> (r, v)
orbit.period(a, μ) -> T
orbit.apoapsis(r, v, μ) -> r_ap
orbit.periapsis(r, v, μ) -> r_pe
orbit.hohmann_transfer(r1, r2, μ) -> (Δv1, Δv2, t_transfer)
orbit.lambert_solve(r1, r2, t_transfer, μ) -> (v1, v2)
orbit.soi_transition(state, body_from, body_to) -> state_new
Physics:
- Keplerian orbits — Two-body problem, analytical solution
- Patched conics — Simplified multi-body (one SOI at a time)
- Optional N-body — Full gravitational interactions (expensive)
KSP Feature: Drag cubes + occlusion model
Morphogen Domain: AerodynamicsDomain
What It Does:
- Compute drag based on shape and occlusion
- Calculate lift from wings and control surfaces
- Model atmospheric density/pressure/temperature
- Compute entry heating
- Handle supersonic/hypersonic regimes
Key Operators:
aero.atmosphere(altitude, body) -> (ρ, P, T)
aero.drag(velocity, area, Cd, ρ) -> F_drag
aero.drag_cube(parts, velocity, ρ) -> F_drag
aero.lift(wing_ref, AoA, velocity, ρ) -> F_lift
aero.occlusion(parts, flow_direction) -> occlusion_factor
aero.entry_heat(velocity, ρ) -> Q_heat
aero.mach_number(velocity, T) -> Mach
aero.shock_heating(Mach, ρ) -> Q_shock
Models:
- Drag cube — Pre-computed drag in 6 directions per part
- Occlusion — Parts behind other parts contribute less drag
- Lift — Wing surfaces generate lift based on AoA
- Heating — Atmospheric entry generates heat flux
- Optional CFD-lite — More detailed aerodynamics for research
KSP Feature: Delta-v calculations, staging, Isp
Morphogen Domain: RocketEquationDomain
What It Does:
- Compute delta-v from Tsiolkovsky equation
- Model staging (wet/dry mass transitions)
- Calculate thrust-to-weight ratio (TWR)
- Handle variable Isp (vacuum vs. sea level)
- Optimize staging sequences
Key Operators:
rocket.delta_v(m_wet, m_dry, Isp, g0) -> Δv
rocket.delta_v_stages(stages[]) -> Δv_total
rocket.mass_flow(thrust, Isp, g0) -> ṁ
rocket.burn_time(m_fuel, thrust, Isp, g0) -> t_burn
rocket.twr(thrust, mass, g_local) -> TWR
rocket.isp_altitude(Isp_vac, Isp_sl, P_amb, P_exit) -> Isp_eff
rocket.staging_optimize(parts[], target_Δv) -> optimal_staging
rocket.thrust_curve(engine_type, throttle, altitude) -> thrust
Physics:
- Tsiolkovsky equation: Δv = Isp g₀ ln(m₀/m_f)
- Staging: Each stage separation increases effective Δv
- Variable Isp: Engines perform differently in vacuum vs. atmosphere
- Thrust vectoring: Gimbal angles affect control authority
KSP Feature: Modular rocket construction
Morphogen Domain: PartsAssemblyDomain
What It Does:
- Define part types (engines, tanks, structure, etc.)
- Assemble parts into vessels
- Compute total mass, drag, thrust
- Model attachment nodes and staging groups
- Handle part failures and decouplers
Key Types:
type Part {
mass: f32<kg>,
cost: f32,
attach_nodes: List<AttachNode>,
properties: PartProperties
}
enum PartType {
Engine { thrust, Isp_vac, Isp_sl, gimbal_range },
FuelTank { fuel_capacity, fuel_type, dry_mass },
AeroSurface { lift_coef, drag_coef, area },
ReactionWheel { torque_max },
Battery { capacity },
Decoupler { ejection_force },
Structural { strength }
}
type Vessel {
parts: List<Part>,
stages: List<Stage>,
mass_total: f32<kg>,
center_of_mass: Vec3<m>,
moment_of_inertia: Mat3<kg·m²>
}
type Stage {
parts: List<PartRef>,
activation_group: i32
}
Key Operators:
assembly.create_vessel(parts[], connections[]) -> Vessel
assembly.compute_mass(vessel) -> (mass_total, mass_fuel, mass_dry)
assembly.compute_com(vessel) -> center_of_mass
assembly.compute_moi(vessel) -> moment_of_inertia
assembly.stage(vessel, stage_num) -> vessel_after_staging
assembly.part_failures(vessel, stress, heat, g_force) -> failed_parts[]
assembly.structural_integrity(vessel, forces) -> stress_map
Integration with TiaCAD:
// Each part has geometry from TiaCAD
let engine = tiacad.load("kerbal_parts/engine_mainsail.yaml")
let tank = tiacad.load("kerbal_parts/fuel_tank_jumbo.yaml")
// Attach parts using anchors
let vessel = assembly.create()
vessel.attach(tank, anchor="bottom")
vessel.attach(engine, tank.anchor("bottom_node"))
KSP Feature: Real-time physics integration
Morphogen Domain: PhysicsIntegrationDomain
What It Does:
- Integrate forces → accelerations → velocities → positions
- Handle rigid body rotation (quaternions)
- Compute torques from thrust vectoring, aerodynamics, RCS
- Apply gravity (point source or N-body)
- Update state at fixed timestep (0.02s typical)
Key Operators:
physics.gravity_accel(position, bodies[]) -> a_gravity
physics.sum_forces(vessel, state, control_input) -> F_total
physics.sum_torques(vessel, state, control_input) -> τ_total
physics.integrate_translational(state, F, mass, dt) -> state_new
physics.integrate_rotational(attitude, τ, I, dt) -> attitude_new
physics.rk4_step(state, forces_fn, dt) -> state_new
physics.detect_collisions(vessel, terrain) -> collision_events
Integrators:
- Explicit Euler — Fastest, least accurate
- RK2 — Moderate accuracy
- RK4 — Good accuracy (KSP default)
- Symplectic — Energy-conserving for long orbital sims
- Verlet — Position-based (good for constraints)
GPU Acceleration:
// Option to run on GPU for N-body or particle systems
physics.integrate_gpu(states[], forces_fn, dt, backend="cuda") -> states_new[]
KSP Feature: Parts explode under excessive stress
Morphogen Domain: FailureMechanicsDomain
What It Does:
- Monitor G-forces, heat, pressure, torque
- Trigger failures when limits exceeded
- Model explosions and debris
- Handle cascading failures
Key Operators:
failure.g_force_limit(part_type) -> g_max
failure.thermal_limit(part_type) -> T_max
failure.pressure_limit(part_type) -> q_max // Dynamic pressure
failure.check_failure(part, state) -> failure_reason?
failure.explode(part) -> debris[]
failure.cascade_check(vessel, failed_parts[]) -> additional_failures[]
Failure Modes:
- G-force — Excessive acceleration
- Thermal — Overheating from entry or engines
- Aerodynamic — Dynamic pressure (q) exceeds limit
- Structural — Torque or bending moment too high
KSP Feature: Various engine types
Morphogen Extension: Real propulsion models from J-tube experiments!
What It Enables:
- Liquid engines — RP-1/LOX, LH2/LOX
- Solid rockets — Burn curves, thrust tailing
- Hybrid motors — Fuel regression rate
- Electric propulsion — Ion drives, Hall thrusters
- Pulse jets — Valveless combustion (J-tube inspired!)
- Ramjets/Scramjets — Air-breathing hypersonics
- Acoustic modeling — Engine sounds from AudioDomain
Integration:
// Define engine using combustion physics
let engine = propulsion.liquid_engine(
propellants = ["RP-1", "LOX"],
mixture_ratio = 2.56,
chamber_pressure = 10 MPa,
nozzle_expansion = 15,
combustion_model = combustion.adiabatic_flame()
)
// Or use J-tube inspired pulse jet
let pulse_jet = propulsion.pulse_jet(
tube_geometry = jtube_geometry,
fuel_flow = 0.05 kg/s,
combustion = combustion.periodic(freq=50 Hz)
)
// Acoustic simulation
let engine_sound = audio.engine_noise(
thrust = engine.thrust,
rpm = engine.turbopump_speed,
spectral_model = "broadband + harmonics"
)
Here's how all domains work together:
scene KerbalLaunch {
// === PART ASSEMBLY ===
// Load parts from library
let engine_mainsail = parts.load("engine_mainsail")
let tank_jumbo = parts.load("fuel_tank_jumbo_64")
let capsule = parts.load("command_pod_mk1")
let parachute = parts.load("parachute_mk16")
// Assemble vessel (bottom to top)
let vessel = assembly.create()
vessel.attach(engine_mainsail, anchor="root")
vessel.attach(tank_jumbo, engine_mainsail.anchor("top"))
vessel.attach(capsule, tank_jumbo.anchor("top"))
vessel.attach(parachute, capsule.anchor("top"))
// Define staging
vessel.add_stage(0, [parachute]) // Final stage: parachute
vessel.add_stage(1, [capsule.rcs]) // RCS for deorbit
vessel.add_stage(2, [engine_mainsail]) // Main engine
// Compute vessel properties
let mass_total = assembly.compute_mass(vessel)
let com = assembly.compute_com(vessel)
let moi = assembly.compute_moi(vessel)
// === INITIAL CONDITIONS ===
let body = celestial.kerbin() // Launch from Kerbin
let launch_site = body.surface_point(
latitude = -0.09, // KSC coordinates
longitude = -74.56
)
let state = physics.initial_state(
position = launch_site.position,
velocity = launch_site.surface_velocity, // Rotating with planet
attitude = quaternion.from_euler(90deg, 0, 90deg), // Vertical
angular_velocity = Vec3(0, 0, 0)
)
// === FLIGHT PROGRAM ===
// Gravity turn ascent profile
fn pitch_program(t: Time, altitude: Length) -> Angle {
if altitude < 1000m {
return 90deg // Vertical
} else if altitude < 10000m {
// Linear gravity turn
return lerp(90deg, 45deg, (altitude - 1000m) / 9000m)
} else if altitude < 45000m {
return 45deg // Continue at 45°
} else {
return 0deg // Horizontal for orbital insertion
}
}
// Control system
fn control_law(state: VesselState, target_pitch: Angle) -> ControlInput {
let current_pitch = state.attitude.pitch()
let pitch_error = target_pitch - current_pitch
// PID controller for pitch
let torque_pitch = pid.compute(
error = pitch_error,
Kp = 0.5,
Ki = 0.1,
Kd = 0.2
)
// Throttle logic
let throttle = if state.altitude < 70000m {
// Full throttle until orbit
1.0
} else {
// Throttle to circularize
let target_speed = orbit.circular_velocity(state.altitude, body.μ)
let speed_error = target_speed - state.velocity.magnitude()
clamp(speed_error / 100, 0, 1)
}
return ControlInput(
throttle = throttle,
pitch = torque_pitch,
yaw = 0,
roll = 0
)
}
// === SIMULATION LOOP ===
let dt = 0.02s // 50 Hz physics
let sim = Simulation(initial_state = state, vessel = vessel)
while sim.time < 600s { // 10 minute flight
// Current state
let state = sim.state
// Flight program
let target_pitch = pitch_program(sim.time, state.altitude)
let control = control_law(state, target_pitch)
// === FORCE ACCUMULATION ===
// 1. Gravity
let F_gravity = physics.gravity_accel(state.position, [body]) * mass_total
// 2. Thrust (if engine active)
let F_thrust = if control.throttle > 0 {
let altitude = state.altitude
let Isp_eff = rocket.isp_altitude(
Isp_vac = engine_mainsail.Isp_vac,
Isp_sl = engine_mainsail.Isp_sl,
P_amb = aero.atmosphere(altitude, body).pressure
)
let thrust_magnitude = control.throttle * engine_mainsail.thrust_max
let thrust_vector = state.attitude.forward() * thrust_magnitude
// Update fuel consumption
let mass_flow = rocket.mass_flow(thrust_magnitude, Isp_eff, g0)
vessel.consume_fuel(mass_flow * dt)
thrust_vector
} else {
Vec3(0, 0, 0)
}
// 3. Aerodynamics (if in atmosphere)
let F_aero = if state.altitude < 70000m {
let (ρ, P, T) = aero.atmosphere(state.altitude, body)
let v_rel = state.velocity // Relative to atmosphere
// Drag
let F_drag = aero.drag_cube(
parts = vessel.parts,
velocity = v_rel,
density = ρ
)
// Lift (if wings present)
let F_lift = if vessel.has_wings() {
aero.lift(vessel.wings, state.AoA, v_rel, ρ)
} else {
Vec3(0, 0, 0)
}
F_drag + F_lift
} else {
Vec3(0, 0, 0)
}
// Total force
let F_total = F_gravity + F_thrust + F_aero
// === TORQUE ACCUMULATION ===
// Thrust vectoring (gimbal)
let τ_thrust = if control.throttle > 0 {
let gimbal_angle = control.pitch * engine_mainsail.gimbal_range
let thrust_offset = engine_mainsail.position - com
cross(thrust_offset, F_thrust.rotate(gimbal_angle))
} else {
Vec3(0, 0, 0)
}
// Aerodynamic torque
let τ_aero = aero.compute_torque(vessel, state, com)
// Reaction wheels
let τ_reaction = vessel.reaction_wheels_torque(
control.pitch,
control.yaw,
control.roll
)
// Total torque
let τ_total = τ_thrust + τ_aero + τ_reaction
// === PHYSICS INTEGRATION ===
// Translational motion (RK4)
let state_new = physics.rk4_step(
state = state,
force = F_total,
mass = mass_total,
dt = dt
)
// Rotational motion (quaternion integration)
let attitude_new = physics.integrate_rotation(
attitude = state.attitude,
torque = τ_total,
inertia = moi,
dt = dt
)
sim.update(state_new, attitude_new)
// === FAILURE CHECKS ===
let g_force = F_total.magnitude() / mass_total / g0
let q_pressure = 0.5 * ρ * state.velocity.magnitude()^2
let temp_skin = aero.entry_heat(state.velocity, ρ) * dt // Accumulated
let failures = failure.check_all(
vessel = vessel,
g_force = g_force,
q = q_pressure,
temperature = temp_skin
)
if failures.any() {
// Handle part failures (explosions!)
for part in failures {
let debris = failure.explode(part)
vessel.remove_part(part)
sim.add_debris(debris)
}
}
// === STAGING ===
// Auto-stage when fuel depleted
if vessel.current_stage_fuel() < 0.01 * vessel.current_stage_capacity() {
vessel.activate_next_stage()
}
// === ORBITAL STATE ===
// Compute current orbit
let orbit = orbit.state_to_elements(
r = state.position,
v = state.velocity,
μ = body.μ
)
// Check for SOI transition
if orbit.apoapsis > body.soi_radius {
// Leaving Kerbin SOI, entering Sun SOI
let parent = celestial.sun()
state = orbit.soi_transition(state, body, parent)
}
// === TELEMETRY ===
if sim.time % 1s == 0 {
print(f"T+{sim.time}: Alt={state.altitude/1000:.1f}km, " +
f"Speed={state.velocity.magnitude():.0f}m/s, " +
f"Ap={orbit.apoapsis/1000:.0f}km, " +
f"Pe={orbit.periapsis/1000:.0f}km")
}
// Step simulation
sim.step()
}
// === POST-FLIGHT ANALYSIS ===
let final_orbit = orbit.state_to_elements(sim.state.position, sim.state.velocity, body.μ)
export {
apoapsis: final_orbit.apoapsis,
periapsis: final_orbit.periapsis,
inclination: final_orbit.inclination,
total_delta_v: rocket.delta_v_stages(vessel.stages),
max_g_force: sim.telemetry.max_g,
max_q: sim.telemetry.max_dynamic_pressure,
success: final_orbit.periapsis > 70000m // Stable orbit achieved?
}
}
Purpose: Keplerian orbits and patched conics
type OrbitalElements {
a: f32<m>, // Semi-major axis
e: f32, // Eccentricity
i: f32<rad>, // Inclination
Ω: f32<rad>, // Longitude of ascending node
ω: f32<rad>, // Argument of periapsis
ν: f32<rad>, // True anomaly
epoch: Time
}
type CelestialBody {
name: String,
μ: f32<m³/s²>, // Gravitational parameter
radius: f32<m>,
atmosphere: Option<AtmosphereModel>,
soi_radius: f32<m>, // Sphere of influence
rotation_period: Time
}
type Transfer {
Δv1: Vec3<m/s>,
Δv2: Vec3<m/s>,
t_transfer: Time,
total_Δv: f32<m/s>
}
Kepler Solver:
{
"name": "kepler_solve",
"domain": "orbital_mechanics",
"layer": 4,
"inputs": [
{"name": "M", "type": "f32<rad>", "description": "Mean anomaly"},
{"name": "e", "type": "f32", "description": "Eccentricity"}
],
"outputs": [
{"name": "E", "type": "f32<rad>", "description": "Eccentric anomaly"}
],
"determinism": "strict",
"description": "Solve Kepler's equation M = E - e·sin(E) for E"
}State Vector to Orbital Elements:
{
"name": "state_to_elements",
"domain": "orbital_mechanics",
"layer": 4,
"inputs": [
{"name": "r", "type": "Vec3<m>"},
{"name": "v", "type": "Vec3<m/s>"},
{"name": "μ", "type": "f32<m³/s²>"}
],
"outputs": [
{"name": "elements", "type": "OrbitalElements"}
],
"determinism": "strict",
"description": "Convert state vectors to Keplerian elements"
}Hohmann Transfer:
{
"name": "hohmann_transfer",
"domain": "orbital_mechanics",
"layer": 4,
"inputs": [
{"name": "r1", "type": "f32<m>"},
{"name": "r2", "type": "f32<m>"},
{"name": "μ", "type": "f32<m³/s²>"}
],
"outputs": [
{"name": "transfer", "type": "Transfer"}
],
"determinism": "strict",
"description": "Compute Hohmann transfer delta-v and time"
}Lambert's Problem:
{
"name": "lambert_solve",
"domain": "orbital_mechanics",
"layer": 4,
"inputs": [
{"name": "r1", "type": "Vec3<m>"},
{"name": "r2", "type": "Vec3<m>"},
{"name": "t_transfer", "type": "Time"},
{"name": "μ", "type": "f32<m³/s²>"}
],
"outputs": [
{"name": "v1", "type": "Vec3<m/s>"},
{"name": "v2", "type": "Vec3<m/s>"}
],
"determinism": "repro",
"description": "Solve Lambert's problem for rendezvous trajectory"
}Use Cases:
- Orbital simulations (KSP, spaceflight games)
- Mission planning (NASA, SpaceX trajectory design)
- Education (orbital mechanics teaching tool)
- Satellite constellations (Starlink, etc.)
Purpose: Atmospheric flight physics
type AtmosphereModel {
density_curve: Fn(altitude: f32<m>) -> f32<kg/m³>,
pressure_curve: Fn(altitude: f32<m>) -> f32<Pa>,
temperature_curve: Fn(altitude: f32<m>) -> f32<K>,
scale_height: f32<m>
}
type DragCube {
directions: [Vec3; 6], // +X, -X, +Y, -Y, +Z, -Z
coefficients: [f32; 6], // Cd in each direction
areas: [f32<m²>; 6], // Projected area
centers: [Vec3<m>; 6] // Center of pressure
}
type AeroForces {
drag: Vec3<N>,
lift: Vec3<N>,
torque: Vec3<N·m>,
heating: f32<W>
}
Atmosphere Model:
{
"name": "atmosphere",
"domain": "aerodynamics",
"layer": 4,
"inputs": [
{"name": "altitude", "type": "f32<m>"},
{"name": "body", "type": "Ref<CelestialBody>"}
],
"outputs": [
{"name": "density", "type": "f32<kg/m³>"},
{"name": "pressure", "type": "f32<Pa>"},
{"name": "temperature", "type": "f32<K>"}
],
"determinism": "strict",
"description": "Get atmospheric properties at altitude"
}Drag Cube:
{
"name": "drag_cube",
"domain": "aerodynamics",
"layer": 4,
"inputs": [
{"name": "parts", "type": "List<PartRef>"},
{"name": "velocity", "type": "Vec3<m/s>"},
{"name": "density", "type": "f32<kg/m³>"}
],
"outputs": [
{"name": "drag_force", "type": "Vec3<N>"},
{"name": "center_of_pressure", "type": "Vec3<m>"}
],
"determinism": "strict",
"description": "Compute drag using drag cube model with occlusion"
}Entry Heating:
{
"name": "entry_heat",
"domain": "aerodynamics",
"layer": 4,
"inputs": [
{"name": "velocity", "type": "f32<m/s>"},
{"name": "density", "type": "f32<kg/m³>"}
],
"outputs": [
{"name": "heat_flux", "type": "f32<W/m²>"}
],
"determinism": "strict",
"description": "Compute aerodynamic heating rate"
}Purpose: Propulsion and delta-v calculations
type Engine {
thrust_vac: f32<N>,
thrust_sl: f32<N>,
Isp_vac: f32<s>,
Isp_sl: f32<s>,
mass: f32<kg>,
gimbal_range: f32<deg>,
throttle_min: f32,
propellants: List<String>
}
type FuelTank {
capacity: f32<kg>,
fuel_type: String,
dry_mass: f32<kg>,
current_fuel: f32<kg>
}
type Stage {
parts: List<PartRef>,
m_wet: f32<kg>,
m_dry: f32<kg>,
Δv: f32<m/s>
}
Delta-V:
{
"name": "delta_v",
"domain": "rocket_equation",
"layer": 4,
"inputs": [
{"name": "m_wet", "type": "f32<kg>"},
{"name": "m_dry", "type": "f32<kg>"},
{"name": "Isp", "type": "f32<s>"},
{"name": "g0", "type": "f32<m/s²>"}
],
"outputs": [
{"name": "Δv", "type": "f32<m/s>"}
],
"determinism": "strict",
"description": "Tsiolkovsky rocket equation: Δv = Isp·g0·ln(m_wet/m_dry)"
}Thrust-to-Weight Ratio:
{
"name": "twr",
"domain": "rocket_equation",
"layer": 4,
"inputs": [
{"name": "thrust", "type": "f32<N>"},
{"name": "mass", "type": "f32<kg>"},
{"name": "g_local", "type": "f32<m/s²>"}
],
"outputs": [
{"name": "TWR", "type": "f32"}
],
"determinism": "strict",
"description": "Thrust-to-weight ratio"
}Staging Optimizer:
{
"name": "staging_optimize",
"domain": "rocket_equation",
"layer": 7,
"inputs": [
{"name": "parts", "type": "List<Part>"},
{"name": "target_Δv", "type": "f32<m/s>"}
],
"outputs": [
{"name": "optimal_staging", "type": "List<Stage>"},
{"name": "total_Δv", "type": "f32<m/s>"}
],
"determinism": "repro",
"description": "Find optimal staging sequence for target delta-v"
}Purpose: Modular vessel construction
Create Vessel:
{
"name": "create_vessel",
"domain": "parts_assembly",
"layer": 6,
"inputs": [
{"name": "parts", "type": "List<Part>"},
{"name": "connections", "type": "List<Connection>"}
],
"outputs": [
{"name": "vessel", "type": "Vessel"}
],
"determinism": "strict",
"description": "Assemble parts into vessel"
}Compute Mass Properties:
{
"name": "mass_properties",
"domain": "parts_assembly",
"layer": 6,
"inputs": [
{"name": "vessel", "type": "Vessel"}
],
"outputs": [
{"name": "mass_total", "type": "f32<kg>"},
{"name": "center_of_mass", "type": "Vec3<m>"},
{"name": "moment_of_inertia", "type": "Mat3<kg·m²>"}
],
"determinism": "strict",
"description": "Compute mass, COM, and MOI for vessel"
}Staging:
{
"name": "activate_stage",
"domain": "parts_assembly",
"layer": 6,
"inputs": [
{"name": "vessel", "type": "Vessel"},
{"name": "stage_num", "type": "i32"}
],
"outputs": [
{"name": "vessel_after", "type": "Vessel"},
{"name": "debris", "type": "List<Part>"}
],
"determinism": "strict",
"description": "Activate stage, separate parts, return debris"
}Use: Part geometry and collision meshes
// Load part geometry
let engine = tiacad.load("parts/engine_vector.step")
let tank = tiacad.load("parts/tank_s3_14400.step")
// Attach with anchors
let vessel = assembly.create()
vessel.attach(engine, anchor="root")
vessel.attach(tank, engine.anchor("top_node"))
// Generate drag cube from geometry
let drag_cube = aero.drag_cube_from_geometry(engine.geometry)
Use: Engine sounds, aerodynamic noise, explosions
// Engine sound synthesis
let engine_audio = audio.synthesize(
type = "broadband_noise",
frequency_range = [100 Hz, 2000 Hz],
amplitude = engine.thrust / engine.thrust_max,
modulation = "turbulence"
)
// Aerodynamic noise (proportional to velocity)
let aero_audio = audio.synthesize(
type = "wind_noise",
velocity = state.velocity.magnitude(),
density = aero.atmosphere(state.altitude).density
)
// Explosion (when parts fail)
let explosion_audio = audio.explosion(
intensity = part.mass * 10, // Bigger parts = louder
decay = 2s
)
// Mix all audio sources
let total_audio = audio.mix([engine_audio, aero_audio, explosion_audio])
Use: Render orbits, vessels, trajectories
// Render orbit prediction
let orbit_viz = visual.orbit_path(
elements = current_orbit,
body = kerbin,
time_range = [0, orbit.period],
color = "cyan"
)
// Render vessel
let vessel_viz = visual.render_3d(
geometry = vessel.combined_geometry(),
position = state.position,
attitude = state.attitude,
camera = camera.orbital_follow(distance=100m)
)
// Render velocity vector
let velocity_viz = visual.vector(
origin = state.position,
vector = state.velocity,
scale = 10,
color = "yellow"
)
// Maneuver node visualization
let maneuver_viz = visual.maneuver_node(
position = orbit_position_at(t_maneuver),
Δv = planned_burn.Δv,
prograde = planned_burn.prograde,
normal = planned_burn.normal,
radial = planned_burn.radial
)
Use: Realistic engine modeling
// Model a liquid rocket engine with actual combustion
let engine = propulsion.liquid_engine(
propellants = ["RP-1", "LOX"],
mixture_ratio = 2.56,
chamber_pressure = 10 MPa,
nozzle_geometry = tiacad.load("nozzles/bell_nozzle_15.step"),
combustion = combustion.adiabatic_flame(
fuel = "RP-1",
oxidizer = "LOX",
phi = 1.0 // Stoichiometric
)
)
// Compute thrust at current altitude
let thrust = propulsion.thrust(
engine = engine,
throttle = control.throttle,
P_ambient = aero.atmosphere(state.altitude).pressure
)
// Pulse jet (J-tube style!)
let pulse_jet = propulsion.pulse_jet(
tube = tiacad.load("engines/jtube_engine.step"),
fuel_flow = 0.1 kg/s,
ignition_freq = 50 Hz,
combustion = combustion.periodic_flame()
)
KSP Problem: Building rockets in code is tedious
Morphogen Solution: YAML-based part assembly
# rocket.morphogen.yaml
vessel:
name: "Kerbal X"
parts:
- id: engine1
type: engine_mainsail
position: [0, 0, 0]
- id: tank1
type: fuel_tank_jumbo
attach_to: engine1.top_node
- id: capsule
type: command_pod_mk1
attach_to: tank1.top_node
staging:
- stage: 0
parts: [parachute]
- stage: 1
parts: [engine1]KSP Problem: Physics bottleneck with large vessels
Morphogen Solution: Automatic GPU offload
// Option 1: Explicit GPU backend
physics.integrate_gpu(
states = vessel_states,
forces_fn = compute_forces,
dt = 0.02s,
backend = "cuda"
)
// Option 2: Automatic backend selection
physics.integrate(
state = state,
forces_fn = compute_forces,
dt = 0.02s,
backend = "auto" // Uses GPU if available
)
KSP Problem: N-body gravity too slow, patched conics inaccurate
Morphogen Solution: Switchable physics models
// Far from planets: cheap patched conics
let gravity = if distance_to_nearest_body > 100 * body.radius {
orbit.gravity_patched_conics(state.position, bodies)
} else if distance_to_nearest_body > 10 * body.radius {
// Medium distance: 2-body + perturbations
orbit.gravity_perturbed(state.position, primary_body, other_bodies)
} else {
// Close: full N-body
orbit.gravity_nbody(state.position, bodies)
}
Example: Audio + Physics + Visualization all integrated
scene LaunchWithFullExperience {
// Physics
let sim = kerbal_launch_simulation()
// Audio (engine + aerodynamics)
let audio = audio.mix([
audio.engine_noise(sim.vessel.engines),
audio.aero_noise(sim.state.velocity, sim.atmosphere),
audio.background_ambience("launch_pad")
])
// Visuals (3D render + HUD)
let visual = visual.composite([
visual.render_3d(sim.vessel, sim.state),
visual.orbit_overlay(sim.orbit),
visual.hud(sim.telemetry)
])
// All synchronized
export {
simulation: sim,
audio_stream: audio,
video_stream: visual
}
}
Scenario: Students learn Hohmann transfers
lesson HohmannTransfer {
// Setup: spacecraft in 200 km circular orbit
let orbit_initial = orbit.circular(
altitude = 200 km,
body = earth
)
// Target: 400 km circular orbit
let r1 = earth.radius + 200 km
let r2 = earth.radius + 400 km
// Compute transfer
let transfer = orbit.hohmann_transfer(r1, r2, earth.μ)
// Visualize
visual.show([
visual.orbit(orbit_initial, color="blue", label="Initial orbit"),
visual.orbit_from_elements(transfer.elements, color="green", label="Transfer orbit"),
visual.orbit(orbit_final, color="red", label="Target orbit"),
visual.maneuver_node(transfer.burn1, label=f"Δv = {transfer.Δv1:.1f} m/s"),
visual.maneuver_node(transfer.burn2, label=f"Δv = {transfer.Δv2:.1f} m/s")
])
// Interactive: let students adjust target altitude
let target_altitude = param(400 km, range=[200 km, 1000 km])
// ... transfer recalculates automatically
}
Scenario: Students design rocket to reach orbit with minimum fuel
challenge ReachOrbit {
// Constraints
let max_cost = 50000 // Budget limit
let target_altitude = 80 km
let target_periapsis = 75 km // Stable orbit
// Student designs vessel
let vessel = assembly.create_from_parts(
selected_parts = student_selection,
budget = max_cost
)
// Simulate launch
let result = simulate_launch(vessel)
// Grade
let score = if result.orbit.periapsis > target_periapsis {
// Success! Score based on efficiency
100 - (vessel.total_cost / max_cost) * 20 // Cheaper = better
} else {
// Failed to orbit
(result.max_altitude / target_altitude) * 50 // Partial credit
}
export {
success: result.orbit.periapsis > target_periapsis,
score: score,
delta_v_used: result.total_Δv,
final_orbit: result.orbit
}
}
Target: 50 Hz physics (0.02s timestep)
Bottlenecks:
- Force accumulation (many parts)
- Aerodynamics (drag cubes + occlusion)
- Integration (RK4 is 4x cost of Euler)
Optimizations:
// 1. Batch force computation
let forces = physics.batch_forces_gpu(
vessels = [vessel1, vessel2, ...],
states = [state1, state2, ...],
backend = "cuda"
)
// 2. Simplified aero model when far from atmosphere
let aero_forces = if altitude > 100 km {
Vec3(0, 0, 0) // Skip aero entirely
} else if altitude > 70 km {
aero.drag_simple(velocity, altitude) // Simplified model
} else {
aero.drag_cube_full(vessel.parts, velocity, atmosphere) // Full model
}
// 3. Adaptive timestep
let dt = if in_atmosphere {
0.02s // Fine timestep for aero
} else {
0.1s // Coarse timestep in space
}
Problem: 1000-part space station = expensive
Solution: Hierarchical rigid bodies
// Treat docked vessels as single rigid body
let station = assembly.merge_rigid_bodies([
vessel1,
vessel2,
vessel3
])
// Only compute inter-part forces when needed (docking, undocking)
Use Case: Many vessels in physics range
// Simulate multiple vessels in parallel
let vessels = [vessel1, vessel2, ..., vessel_n]
let states = [state1, state2, ..., state_n]
let states_new = physics.simulate_parallel(
vessels = vessels,
states = states,
dt = 0.02s,
backend = "cuda", // All on GPU
threads = 16 // CPU fallback
)
Idea: Morphogen as server for multiplayer KSP-like game
server MultiplayerOrbit {
// Each player's vessel
let vessels = players.vessels()
// Simulate all in parallel
for vessel in vessels {
let state_new = physics.step(vessel.state, vessel.vessel, dt)
vessel.update(state_new)
}
// Broadcast state updates
network.broadcast(vessels.states())
}
Idea: Morphogen as mission design software (like STK, GMAT)
mission MarsTransfer {
// Earth departure
let earth_orbit = orbit.circular(300 km, earth)
// Mars arrival
let mars_orbit = orbit.circular(500 km, mars)
// Find launch window
let window = orbit.porkchop_plot(
body_from = earth,
body_to = mars,
departure_range = [2026-01-01, 2026-12-31],
arrival_range = [2026-06-01, 2027-06-01],
objective = "minimize_Δv"
)
// Plot results
visual.porkchop(window)
export {
launch_date: window.optimal.departure,
arrival_date: window.optimal.arrival,
total_Δv: window.optimal.Δv
}
}
Idea: Generate planets with realistic properties
planet ProceduralEarthLike {
// Physical parameters
let radius = param(6371 km, range=[1000 km, 20000 km])
let mass = param(5.972e24 kg, range=[1e23 kg, 1e26 kg])
let rotation_period = param(24 hours, range=[1 hour, 100 hours])
// Derived
let μ = G * mass
let surface_gravity = μ / radius^2
// Atmosphere
let atmosphere = atmosphere.from_template(
type = "earth_like",
scale_height = 8500 m,
surface_pressure = 101325 Pa
)
// Terrain (using noise domain!)
let terrain = noise.fractal_terrain(
resolution = 1000 m,
octaves = 8,
persistence = 0.5,
lacunarity = 2.0,
seed = random()
)
export CelestialBody {
name: "Procedural Earth-like",
μ: μ,
radius: radius,
atmosphere: atmosphere,
terrain: terrain
}
}
| Feature | Unity Physics (KSP) | Morphogen |
|---|---|---|
| Physics Backend | PhysX (closed source) | Open, modular operators |
| Part Assembly | GameObject hierarchy | YAML + operator graph |
| Orbital Mechanics | Custom C# scripts | Native OrbitalMechanicsDomain |
| Aerodynamics | Drag cubes (custom) | AerodynamicsDomain + optional CFD |
| GPU Acceleration | Limited (mainly rendering) | Full physics on GPU |
| Determinism | Non-deterministic (PhysX) | Deterministic (repro/strict) |
| Extensibility | Unity plugins (C#) | Operator registry (any backend) |
| Audio | Unity Audio (sample-based) | AudioDomain (synthesis + samples) |
| Visuals | Unity renderer | VisualizationDomain (flexible) |
| Multi-domain | Hard (separate systems) | Native (operator graph) |
| Educational Use | Mod-based (limited) | First-class (declarative) |
Conclusion: Morphogen offers more flexibility, better multi-domain integration, GPU acceleration, and determinism — perfect for serious simulation and education.
- Complete Physics Stack — Orbital mechanics, aerodynamics, rocket equation, assembly, integration, failures
- Domain Specifications — Detailed operator definitions for each physics domain
- Full Pipeline Example — End-to-end launch simulation with staging, control, and telemetry
- Cross-Domain Integration — Geometry, audio, visuals, combustion all work together
- Educational Applications — Teaching orbital mechanics and rocket design
- Performance Strategy — GPU acceleration, LOD physics, adaptive timesteps
- Future Extensions — Multiplayer, mission planning, procedural generation
- KSP is the perfect benchmark — Complex, multi-domain, real-time physics
- Morphogen handles it naturally — Operator graphs map directly to game systems
- Beyond games — Education, aerospace research, mission planning
- Reusable domains — OrbitalMechanics, Aerodynamics, RocketEquation are broadly useful
- Integration wins — Geometry (TiaCAD) + Audio + Combustion (J-tube!) all compose
- Prototype OrbitalMechanics domain — Start with Kepler solver, state conversions
- Add Aerodynamics operators — Drag cube, atmosphere model
- Build example mission — Simple orbital insertion
- Integration tests — Cross-domain flows (geometry → aero, physics → visuals)
- Educational tools — Interactive lessons on orbital mechanics
- Performance benchmarks — Compare Morphogen vs. Unity/Unreal for physics
- architecture/domain-architecture.md — Complete domain vision
- ADR-002: Cross-Domain Architectural Patterns — Reference systems and operator composition
- specifications/physics-domains.md — Physics operator specifications
- specifications/geometry.md — TiaCAD geometry integration
- examples/j-tube-firepit-multiphysics.md — Similar multi-physics example
- Kerbal Space Program — https://www.kerbalspaceprogram.com/
- Orbital Mechanics — Curtis, "Orbital Mechanics for Engineering Students"
- Rocket Propulsion — Sutton & Biblarz, "Rocket Propulsion Elements"
- Patched Conics — https://en.wikipedia.org/wiki/Patched_conic_approximation
- Lambert's Problem — Izzo, "Revisiting Lambert's Problem" (2015)
Kerbal Space Program proves that Morphogen's operator graph paradigm extends to real-time game physics.
By implementing domains like OrbitalMechanics, Aerodynamics, RocketEquation, and PartsAssembly, Morphogen becomes a powerful platform for aerospace simulation — useful for:
- Games (KSP-like spaceflight sims)
- Education (teaching orbital mechanics)
- Research (mission planning, trajectory optimization)
- Industry (satellite constellation design, launch analysis)
And here's the kicker: With Morphogen's cross-domain integration, you can add:
- Realistic combustion (from J-tube domain!)
- Engine acoustics (from AudioDomain)
- Procedural planets (from NoiseDomain)
- Part CAD (from TiaCAD/GeometryDomain)
Morphogen isn't just a simulation framework — it's a multi-physics platform that can build KSP... and so much more.
End of Document