A seemingly regular, Sun-like star began acting really weird, flickering haphazardly as its light faded in and out. The cause of the star’s strange behavior may have been a cosmic catastrophe that’s rarely captured by telescopes: two planets violently colliding with one another.
Anastasios (Andy) Tzanidakis, a graduate student at the University of Washington, was casually skimming through old telescope data when he noticed the star, named Gaia20ehk, flickering wildly. “The star’s light output was nice and flat, but starting in 2016 it had these three dips in brightness. And then, right around 2021, it went completely bonkers,” Tzanidakis said in a statement. “I can’t emphasize enough that stars like our sun don’t do that. So when we saw this one, we were like ‘Hello, what’s going on here?’”
It turns out, what was going on may have had nothing to do with the star itself. Instead, massive planetary chunks were flying around the star, blocking its light from reaching ground-based telescopes. The findings from the rare observation are detailed in a study published in The Astrophysical Journal Letters.
Stellar mystery
The star, located about 11,000 light-years from Earth near the constellation Pupis, was fluctuating in a way that had never been observed before. That lead Tzanidakis and a team of astronomers to use data from a different telescope that captured Gaia20ehk in infrared light.
“The infrared light curve was the complete opposite of the visible light,” Tzanidakis said. “As the visible light began to flicker and dim, the infrared light spiked. Which could mean that the material blocking the star is hot—so hot that it’s glowing in the infrared.”
The cause of the flickering was likely due to huge quantities of rocks and dust coming out of nowhere and passing in front of the star. As the material orbited the system, it would dim the star’s light reaching Earth.
A planetary collision would not only create that much debris, it would also produce enough heat to explain the infrared energy. Additionally, those initial dips in light may have been caused by the two planets spiraling closer and closer to each other.
“At first, they had a series of grazing impacts, which wouldn’t produce a lot of infrared energy. Then, they had their big catastrophic collision, and the infrared really ramped up,” Tzanidakis said.
When two worlds collide
Planets form from material such as dust, gas, ice, and rocky debris that orbits around young stars in the aftermath of their birth. During its early years, collisions between planets are more common as the star system starts to settle into its final form. Some worlds collide together, while others are thrown out of the star system over tens of millions of years.
Although these collisions are fairly common in the cosmos, observing one from Earth is extremely difficult. In order to be able to witness a planetary collision using ground-based telescopes, the debris must pass directly between Earth and the star and block some of its light. The star’s dimming can also play out over several years, making it more challenging for astronomers to take notice.
Thankfully, the astronomer behind the discovery is known for his patience when observing cosmic events. “Andy’s unique work leverages decades of data to find things that are happening slowly—astronomy stories that play out over the course of a decade,” James Davenport, astronomy professor at the University of Washington and senior author of the new study, said in a statement. “Not many researchers are looking for phenomena in this way, which means that all kinds of discoveries are potentially up for grabs.”
The researchers behind the study believe the NSF-DOE Vera C. Rubin Observatory, funded by the U.S. National Science Foundation and the U.S. Department of Energy’s Office of Science, is well-fitted to spot planetary collisions when it begins its 10-year, wide-field astronomical survey later this year.
“It’s incredible that various telescopes caught this impact in real time,” Tzanidakis said. “There are only a few other planetary collisions of any kind on record, and none that bear so many similarities to the impact that created the Earth and moon. If we can observe more moments like this elsewhere in the galaxy, it will teach us lots about the formation of our world.”
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#Astronomers #Watch #Amazement #Planets #Smash #Nearby #Star




![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)
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