4 ms·
Perchance the jitter occurs because we are moving quite fast through a fine voxel grid which is the underlying representation of the world in a simulator inside
by martinkallstrom 16y ago
Perchance the jitter occurs because we are moving quite fast through a fine voxel grid which is the underlying representation of the world in a simulator inside someones computer. Measure the actual distance between the endpoints of a line drawn on a pixel display as the line is repeatedly redrawn in new positions, and the results will be noisy. Perhaps our creators simply didn't care enough to implement anti-aliasing?
- ars 16y agoIt's unlikely that there is an underlying voxel grid because that would not be compatible with relativity. If we are in a computer, then you would need some other type of representation where voxels are local to each other - perhaps by storing distance between every pair of voxels that can interact.
- iwwr 16y agoNot necessarily voxels, but possibly discrete connected structures, arranged in a graph.
- martinkallstrom 16y agoWould relativity then be a necessary component in a simulation, with an effort put into implementing the correct mechanics? Or could relativity be a side effect of an underlying representation you chose in order to achieve something else, like the massive parallellism needed to compute the next discreet step in the simulation?
- iwwr 16y agoA graph structure is the most generic discrete topology I can think of.
- ars 16y agoIf you have e=mc2 then relativity happens mostly automatically (Because energy is mass, it makes objects heavier when they go fast, and since they are heavier it takes even more energy to accelerate them, take that to the limit and c becomes the fastest you can go.) And once you have that you realize that energy is relative (because speed is relative, otherwise you can easily get free energy by having two slow object who's speed adds up to c), and the rest of the coding falls out from there. I'm not sure if relativity is necessary for the coding, and you do it in reverse. I think e=mc2 was first and everything followed from there.
- martinkallstrom 16y agoThank you for following up my chain of thought.. you are clearly the go-to guy for universe simulation implementations. Let me know when you are available to put in a couple of man-centuries of development. I'll provide funding, food and not too alien coworkers.