I want to play tag, hide and seek, roll balls to eachother over interesting hills, learn to count, and look around and not think I know how everything works so certainly that we plan ahead to retirement. I don't believe in that world. Its only a possibility in multiverse space. We should learn to do these things again because we didn't learn it right the first time. The game is all in 1 small space shared by the whole Internet, but we can hide behind a path of light or roll balls made of curved space across other shapes. Playdough... something else we didn't learn right the first time. It comes in infinite dimensions, not just 3. And counting? How many particles are there in the game? Infinity or just 1? And how many particles is it when we're sliding on a P-Brane on the wave of light in Double Slit like a big slide? But lets get serious. Real warp drive can slide on light the same way, as this game will be a simulation of my very real theory of Quantum Gravity. Science is only boring when you don't know how it works. They put the numbers in computers and get their machines to produce and move very accurately, but why have we never seen physics from the inside? They don't know really know how it works. They let the machines think for them. Most of us live in physics but have no idea what it really is. Einstein was driven by wondering what it would be like to ride on light, or to be light. In this game, we are everywhere at once with time being just another space dimension, still scientificly accurate, and when we slide on the light of Double Slit, we will find that the slide expands into dimensions without limit as we explore the Massively Multiplayer game which has only 1 particle but unlimited variations of it flowing through eachother. Next, the simple math of how it will work...
I'd like help from some physics and math people, to find a way to build this game efficiently enough that it ray traces in realtime from any number of computers across the Internet, all in this one shared space.
I think it can be done. Its too simple to be unsolvable. How hard could it be to do raytracing on a single particle? Really, the game only has 1 object.
In real physics, a quantum harmonic oscillator is any wavefunction which repeats after a specific amount of time. An atom is such an oscillator. It keeps being an atom as time goes forward, but at any one time and specific part of the atom's wavefunction, there is a certain phase (normally represented as a complex number, but we can think of it as a vector in 2d space that rotates as time goes forward).
The simplest kind of soliton wave (any wave which rebuilds itself moved a little, so anything that moves without changing) is a bell curve shape of such rotating vectors spiralling outward as tall as the bell curve. The way to calculate time here, as a cellular automata, is at each point, change toward the rotation of the value here plus the opposite direction of rotation of the adjacent values. I have a "WaveSim" java code I downloaded somewhere which simulates this, and I added some curves and ramps into its terrain to watch the soliton split into 2 solitons and then recursively many. This is a simple calculation applied everywhere at once to create complex behaviors and I'm thinking it would work the same way in any number of dimensions or even a curved space, as long as we know which points in the space are near which others.
In this game, there are no flat dimensions. It starts with 2 space and 1 time dimension, but there is nothing to make it stay that way, because each point in (x,y,t) space is defined only in terms of which other points are near it, and not every computer in the game will keep track of every point. There will be disagreements that have to be solved by how the puzzle of possible realities fit together.
So where is the time paradox? Its the most normal kind, a quantum harmonic oscillator, which the particle already happens to be, so we don't have to simulate anything extra here, just a loop of states of the world that repeats and is smooth everywhere. Its easy to keep it smooth if it starts smooth and you only make small changes and keep it smooth at all times.
The time paradox starts as the time dimension of (x,y,t) wrapping around at both sides of the cube of space. x and y can also wrap around on their sides, so we could have a continuous 3d space, or if not continuous, the walls would probably reflect the soliton wave or if they are more randomly shaped like jagged rocks or black hole spaghettification then the soliton wave would be randomized there, and when randomized, the smoothness constraint of the game, as it calculates only whole loops at once, would not accept such a collision into the multiverse space of the game.
But thats not enough to create a time paradox. It only creates a loop, as in String Theory being made of loops which flow through eachother.
To create the time paradox, we randomize a few local areas of the 3d space, so they're connected to those they would not normally be near, but still somewhere within the areas to be randomized. As I explained about the smoothness constraint of the loops, any local state of the game will be rejected if its too random and therefore does not flow through the loop back into the correct position in its own past to become itself and continue into the same future which it just came from.
Still, it is a single loop which does not intersect any of those random areas, which we can call blocks of wood or whatever.
The shape of the spaces we randomized leaves only 2 places for the particle to get through, and this we call a Double Slit.
So instead of representing a single loop, we represent a wave that flows through both slits, and waves outward in many directions (as I explained above how to calculate as cellular automata of complex numbers), and must exist somewhere (or many places, however many states of the game you have) intersecting the future time side of the cube space which wraps around to the past cube side and, as always, closes the loop as it becomes itself.
This is not something which happens. Its something which is true at all times in every state of the game, because the game happens in a 3d space of x, y, and time. All points in that space are represented at all real-world-times and real-world-computers across the Internet in some combination they gradually agree on in parts of how the puzzle fits together.
This generates wave-interference, not just in each state of the game, but also in the way the many computers fit together the puzzle of the many game states, which each disagree on variations of which part of the 3d space has which approximate complex number.
Every state of the game is a quantum harmonic oscillator, which means if you take an x and y snapshot of the 3d space and run the cellular automata on it as many times as the time dimension's size, it will calculate at the end approximatly itself. It is a quine, a thing which outputs itself. Its proven to be that way by storing the whole 3d sequence at once and rejecting every such sequence which does not have that approximate property of looping smoothly. No paradoxes are ever created because there is never anywhere for them to start.
When the many players across the Internet move through this one space, they will start to disagree on the shape of the space because its necessary to solve the constraints of keeping each loop smooth (quantum harmonic oscillator, creates itself if you run cellular automata on it).
Since each state of the game is a loop defined by one particle moving through a Double Slit then through a wormhole (time wraps around smoothly) into its own past, conserving momentum of course, and closes the loop as it again goes through Double Slit the same way, the time paradox is that the loops can only be smooth when they go through the bright spots on the back wall (which is not a wall in this case but edge of time) of Double Slit, and there are a few such spots spread continuously in a wave-interference pattern (instead of bell curve if it wasn't double slit).
The time paradox is in the players needing to agree on which part of Double Slit the particle went through.
But the time paradox doesn't end there. It expands without limit as the players each bend the space a little differently as is necessary to keep their local view of the game smooth looping around to its own past.
When such local views of the game slide to stay smooth, there's a word for that in String Theory: a P-Brane. Its how String Theory expanded to higher dimensions, and this will happen automatically by each computer trying to stay consistent with the rest of the network.
Remember, there is only 1 particle in this whole massively multiplayer game. There is nothing else to raytrace.
It will be a mind bending game that expands in a very open ended way, like we could have 2 teams which each collect points when the particle goes through their parts of Double Slit, so they would fight eachother by bending the space in ways to make it flow toward their goal space, and the other team would go into their past and make it go around the places they bent the space, wormholes would form across time and space, many states of the game would be dropped while others become a stronger influence when more computers use them and spread them through the network. Theres many ways we could expand this simple game idea, as one shared space across the Internet, containing only a single particle - in a time paradox that expands without limit powered by the players acting toward their preferred states of the game.
Is it just a game?
Its actually a fun way to demonstrate my very real theory of Quantum Gravity, which is caused by the smoothness constraint on each local state of the game and how the computers across the Internet act to find the biggest set of them which fit together as a puzzle. Every quantum harmonic oscillator is a Graviton and a P-Brane.
So if we really only have to raytrace a single particle in this massively multiplayer game, what about all that curved space and walls of the Double Slit? Aren't those separate objects? No. They are the same particle in different paths of its experience. The space, however it curves (as defined by which points are near which other points), is entirely defined by the one particle which moves through it and wraps around to its own past then closes the loop. That's not an exception, not something bizarre and hard to simulate... Its the most normal thing in the universe, every atom, every wave, is such a loop in time, a quantum harmonic oscillator.
In real physics, my theory of Quantum Gravity says that wherever you are in the space of possibilities (your lightcone), all your possible futures (what goes out of the light cone) must wrap around and eventually become all your possible pasts (what comes into the light cone), so every light cone is the entire universe and a closed loop. Every light cone is a string, or more accurately a P-Brane, or more accurately than that a dimensionless manifold defined only by which points are near which other points which may have gradually more or less dimensions in some parts.
So how do we build a warp drive? There are huge universe size strings all around you in every direction, flowing together in a variety of patterns and angles, like we'll see in the game. How hard is it to rotate a string half a turn? You are a string. Vibrate in a way that acts on the string you want to travel along. You can choose a string we see as the repeating oscillation of an atom, or equally easy, you can choose any of the strings that your lightcone is part of and are touching the whole universe at once. Its more spread out than the atom, from where you're looking at it, but the deepest truth of it is we are all everywhere at once, just in such a variety of combinations and angles that it looks like the parts of unity are separated by distance. But how do you choose which strings to vibrate with? You have to use gravity recursively to measure that, as I explained how Quantum Gravity will happen in the game as a result of the many computers trying to agree on local states of the game fitting together as a big puzzle, while every local state that is not a smooth enough whole loop will be dropped from the network as a bad calculation.
In this massively multiplayer game, we really will play inside a single particle, in a time paradox, but that one particle is the whole universe.
The data structures are simply, networks of points that are near other points, and loops of them, wrapping around the time dimension, with constraints on how smooth the whole loop must be in each local state of the game. From this simple math, an open ended multiverse space will form across the Internet, a shared space we can all play and build shapes of curved space in.
Its the only game in a curved hyperbolic topological manifold, and on top of that, a scientific quality implementation of Quantum Gravity gets grid computed as a side effect of people playing the game. As the game becomes more popular, so does the grid computing of quantum gravity.
Even better than that, long term, if we build simple wireless cell processors to calculate a few bits each and small local memory then broadcast a few inches to other such cell processors, really cheap devices we mass produce and spread across the Earth, and run the game on them (so simple its only sets of points near eachother sliding toward more smoothness of each loop), then I predict, based on my theory of Quantum Gravity, that the simulated multiverse vibrates into reality real dimensions of multiverse where people across the Earth, separated by distance that light can not immediately travel, while each part of the peer to peer network is still held consistently smooth with near parts so the whole global network is constrained to stay smooth, therefore since light can not travel 8000 miles across Earth fast enough to affect eachother but the consistency constraint still works, the force put on the state of the computing grid toward more consistent simulations of multiverse must vibrate into reality real multiverse dimensions of those same shapes, and the Earth becomes a puzzle of many overlapping variations of people playing the game differently than those on the other side of Earth have constraints on their end pushing toward. Theoretically, and I propose this as a scientific test of my theory of Quantum Gravity, the game would become real.
Who wants to help with the math or physics of how to efficiently build this game?