<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/0901.4107/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/0901.4107/feed.xml" rel="self" type="application/rss+xml" /><item><title>E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh — mentioned by vanderZwan</title><link>https://news.ycombinator.com/item?id=18273697</link><guid isPermaLink="false">urn:hackerpapers:mention:0901.4107:18273697</guid><pubDate>Mon, 22 Oct 2018 11:19:38 GMT</pubDate><description>&lt;p&gt;Well, conceptually maybe, but I have some doubts regarding: &amp;gt; 2) Compute Delaunay in 3D How much slower is 3D triangulation compared to 2D? How does it scale with more points? And just as importantly: how complex does the algorithm get when we want to improve performance? I&amp;#x27;m not saying you&amp;#x27;re wrong - if anything I hope I&amp;#x27;m wrong, but I suspect the answers to my questions are &amp;quot;significant&amp;quot;, &amp;quot;badly&amp;quot;, and &amp;quot;very&amp;quot;, which would mean this is not easier/more robust in practice (or it comes at the price of being unacceptably slow). The reason I think so is Julia&amp;#x27;s Voronoi/Delaunay package[0]. It…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/0901.4107/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>astro-ph.CO</category></item><item><title>E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh — mentioned by privong</title><link>https://news.ycombinator.com/item?id=12461336</link><guid isPermaLink="false">urn:hackerpapers:mention:0901.4107:12461336</guid><pubDate>Fri, 09 Sep 2016 11:58:34 GMT</pubDate><description>&lt;p&gt;&amp;gt; Can somebody who knows about this tell me how much of the novelty in this is CS and how much physics? It&amp;#x27;s a little bit of both. Over the past 5–8 years, some new numerical techniques (&amp;quot;moving mesh&amp;quot;) have been developed (or at least first applied in astronomy) for hydrodynamic simulations[0,1]. These new techniques do a much better job of handling fluid instabilities, which can be important for properly simulating the gas in galaxies (which can have a huge range in densities and temperatures). Also, people have developed what they call &amp;quot;cosmological zoom&amp;quot; simulations. In these simulations…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/0901.4107/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>astro-ph.CO</category></item></channel></rss>
