Pacha, J. (2025). Universal Offline Planetary Instability Model Code (Version 6). Zenodo. https://doi.org/10.5281/zenodo.15857508

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Adaptive Public License 1.0

Copyright

Copyright (C) 2025 James Pacha

I am beginning to start the full universal offline model for individual use of Planetary Instability Model. Any Insights or information that should be added, please feel free to inform me of my oversight. I am attempting to manage a lot of data and calculations on minimal hardware. I am taking some leeway but I am trying to include all factors that play a part in my Theory/Model. This is a work in progress and will have many errors at first. I am doing this alone and will be doing in steps. As such Many placehholders will be used and all numbers should be rechecked before assuming correct. Unity is free to download and use locally which is the reason and choice for that decision. This is for use offline and i will attempt to make compatible with a laptop, GPU would be best but I will make attempt.

I am providing all in text format so all me read. Copy and pasting into a .cs file is all that is needed to use and loaded in game objects. I should have a full package to avoid all this setup. I am actively seeking overlooked factors to incorporate.

Update: I am still going through. This will serve as base data. I will be working on core movement and flow. In setting this I am still identifying best way to simulate materials. Much of our planet is semi-malleable like a tough rubber. Core as a viscuous fluid. I have used water-balloon analagogies in past. Consider a water balloon. Squeeze around center; "equator" and use index finger and thumb to press on top and bottom; "north and south poles". Now slowly remove pressure from top and bottom, at same time, add around center. This is the defroming referred to in my paper. This deforms the semi-malleable layers and then the surface responds. In this we get increased earthquakes and volcano eruptions from new pressure gradients and deformation. Now consider a bucket of water. Now what happens when i start shaking it. Now apply to core when earthquakes and volcanoes erupt. Also consider the amont of magma in core is directly related to strength of magntetic field. All one enclosed system. We are transferring billions of tons of mass and redistributing this was every year. There is no reversal, only slowing and minimizing. These will in turn effect LOD and chandler wobble. All these have already been recorded and shown. These effects will continue to increase every year.

Version 4: I have started integrating core mechanics. I have also been adding the different parts and aligning all empirically. This has many of the core components. I have many placeholders and need to fill them in still. I am moving to magnetic fields and core final of core formulas

Version 5: I have most of Earth core mechanics programmed. There is no empirical data for this in typical sense. We have generals but no empirical and this is where the leeway for alignment comes in. I will also state after this model it will most likely not run on a normal computer until I can figure out what can be left out and still be accurate.. I am using all empirical on this first. This will be for specialized setup like weather services, Gov, and schools. After I can get empirically alligned, I will look at what I can cut. Currently sacrificing all graphics for data and measurements. I will be getting into more complicated effects including normal weather intergration and the new predicitve patterns for vocanoes earthquakes core deformations and how it all applies to omega locks and jet stream patterns, the recent weather patterns and the weeekly switches from hot dry to flash flooding. This will explain and show the reason for many other weather anomalies from atmosphere decoupling. A lot more will have to go in before i can start seeing what is acceptable simple substituion. That said I have most of core calcs about done and still need to link to earths magnetic field. I need to add lava tube formulas and many other thing still. At some point normal computers will stop being able to process all the real time empirical calcs that are needed.

Version 6: Included Nasa Grace Satellite Data for Empirical Alignment and to show where numbers are coming from. 

 

ALL DOWMLOADABLE AS TEXT FILES FOR INSPECTION OR CAN BE COPY PASTED FROM DOI Link.

Note that all should look up data from 1995, specifically ice amount or take current total and add (400 average x 30 year =) 12,000 gigatons. Also make sure to subtract this amount in water. It is equal tradeoff. This will allow you to align using known data. Chandler Wobble, earthquakes, and volcano eruption from past should be aligned before using for predictions. A map coordinate overlay can be used to sync, greenland is already marked, it should align. Pressing on sphere should show real time data and calculations. I am still integrating all. I need to move onto atmosphere decoupling to show and explain weather swings and show why areas feel like two different climate zones mixed, and explain omega locks and jetstream deformations. Since ice to water is only factor that is core to this, mass restribution is only variable that truly needs changed to reverse the clock. Everything else is a set system except magma loss but have not found a way to calculate this empirically yet without direct measurements from past and even those would be estimates at best.

Based on the data provided for the period of April 2002 to February 2025, a total of 8,214.28 gigatonnes of ice has been lost from Antarctica and Greenland.
This total is comprised of the following losses:
 * Greenland: 5,559.28 gigatonnes of ice mass lost.
 * Antarctica: 2,655.00 gigatonnes of ice mass lost.
These figures represent the mass anomalies relative to the baseline established in April 2002.
Over this time frame, the average annual rate of ice loss is:
 * Combined: 402.68 gigatonnes per year.
 * Greenland: 266.98 gigatonnes per year.
 * Antarctica: 135.70 gigatonnes per year.

 

This amounts to 8.2 trillion tons of mass moved from poles to equatorial regions in last quarter century. These are not small amounts.

Planetary Instability Model: Complete Unity Setup Walkthrough

Planetary Instability Model PIM - Copyright (C) 2025 James Pacha

This guide provides a comprehensive, step-by-step walkthrough for setting up, installing, and running your Unity project with the N-body and Earth internal dynamics simulation. It consolidates all the necessary information for a smooth setup, including all the C# files I've been able to finish.

Estimated Time: 15-30 minutes (depending on Unity download speed and familiarity).

 

Summary:
Manages the simulation of the Earth's outer core fluid dynamics and magnetic field. This class discretizes the outer core into a grid of CoreGridPoints and iteratively solves simplified Navier-Stokes and MHD equations for each point.

Summary:
Represents a single discretized point within the Earth's outer core.
Holds local physical properties necessary for fluid dynamics and magnetic field calculations.

Summary:

This static class centralizes all Earth-specific empirical constants and provides common calculation methods.
 

Summary:

0This static class provides specific calculations related to the Earth's core dynamics, implementing the terms of the Navier-Stokes, Magnetohydrodynamic (MHD), Energy, and Compositional equations.
These methods are designed to be called for individual grid points within a discretized core.

Summary:

This script creates a nested spherical model of the Earth's internal layers.
It attaches EarthLayerProperties to each layer to store empirical data.
Attach this script to your "Earth" GameObject in the scene.

Summary:

Defines different layer of the Earth Structure.

 

Summary:

This script manages the overall N-body gravitational simulation using Velocity Verlet integration. It instantiates all celestial bodies, calculates gravitational forces between them
// using real-world constants, updates their states, and centralizes all simulation data logging.

Summary:

This static class centralizes empirical data and mathematical calculations
specifically for the Earth's oceans (hydrosphere).
All values are based on empirical data from WGS 84 and geological models.

Summary:

This script is attached to each celestial body (e.g., Sun, Earth, Moon) in the Unity scene. It holds the physical properties like mass and current kinematic state. The NBodySimulator will directly update its position, velocity, and acceleration.

Summary:

This script visualizes the Earth spheroid, handles camera controls, simulates tidal effects via mesh deformation, and provides interactive core data readouts. Attach this script to an empty GameObject in your Unity scene, and assign the necessary references in the Inspector.

Summary:

Updates the mass of each ice cap based on a 6-month seasonal cycle. Antarctica melts during Southern summer, Greenland melts during Northern summer.

Summary:

Works with Inertia cause by Mass Redistribution to calculate Chandler Wobbles, Speed, and Reversals.

 

Summary:

A custom struct for 3D vectors using double-precision floating-point numbers.
This is crucial for maintaining accuracy in large-scale astronomical simulations.

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