3 ms·
To me (coffee-deprived Physics Bsc.) nothing jumps out as particularly erroneous, pretty fun. Save for some weird behaviour when you try to move the particles t
by Coding_Cat 10y ago
To me (coffee-deprived Physics Bsc.) nothing jumps out as particularly erroneous, pretty fun. Save for some weird behaviour when you try to move the particles to fast as is noted in the game. I could also get some parts of the wave function outside of the bounds of the level (but within the applet) I'm not sure if this is supposed to happen? How do you model/simulate the fields?
I was actually thinking of making my own little Quantum game to see if it could be made fun. I was thinking of making a QGolf system, where you tweak an initial stationary wavefunction which is then collapsed after a certain time. Although these kinds of mechanics probably work better.
>Until I made this game I was pretty confused about the uncertainty principle. The way it’s usually taught, without resorting to maths, is to say something like this:
>Until I made Quantum Marble Maze (QMM) I had never heard a satisfying explanation for why frequency and momentum are the same thing. This is called Planck’s relation. Sure, you can demonstrate classically that higher frequency waves carry more energy, but does that really mean a particle changes frequency if you change its momentum – in other words if you push it?
If you know how to do Fourier Transforms, note that the momentum-wavefunction is the Fourier Transform of the postion-wavefunction. And in order to make a well defined peak using sines & cosines, you need a lot of high frequency (high momentum) waves. IIRC this is shown in Griffiths Introduction to Quantum Mechanics, quite a good introduction to QM.
- sideshowb 10y agoThanks. On your latter point, I do get Fourier transforms, though for that logic to apply you first need to accept frequency-as-momentum :)