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A Slower Speed of Light

gamelab.mit.edu

101–108 of 108 posts

Re: A Slower Speed of Light

#102

It's _barely_ playable on my 2011 MBA. Seems like the limitation is on the CPU side though. Either it's fairly unoptimized, or this relativistic stuff is just really demanding. It's quite awesome anyways. Funnily if you change direction, that alone triggers no relativistic effects.

Oddly enough it runs great on my late 2010 MBA.

I ended up in one of the longest, stupidest arguments of my life trying to add my two cents into a discussion about whether to wait on the new MacBook Air or jump on the current one.

The person mentioned they would be doing some gaming on it, so I pointed out that the new Air would almost certainly have Intel HD 3000 graphics and that the Nvidia chipset in the older MacBook Air was better overall for that sort of thing.

Someone proceeded to try and rip me a new one, chastising me for having the gall to recommend purchasing a previous generation laptop. I said I owned an Intel HD 3000 MacBook Pro and even on that vs the Nvidia 320M MacBook Air, the Air performed better when it came to gaming.

He called me a liar, said it wasn't possible and that the HD 3000 chipset couldn't be the culprit. Here we are a year later, and I've been proven right countless times. I'm sure this is interesting to nobody, but it's nice to get a little vindication when someone was laying into you that hard.

Re: A Slower Speed of Light

#103

I(Ryan Cheu) was on the team that made this if anyone has questions! Most of my work was on implementing the actual calculations for relativistic effects. It was coded in Unity Game engine in C# mostly. The hard calculations are actually all calculated in a shader written in Cg (mostly just C) so they're on the graphics card.

Can I skip the orbs and go directly to the end? The end has all the crazy distortions that make it fun.

Hmm you can try hitting the up arrow but I think that got taken out for release. Sorry!

Re: A Slower Speed of Light

#104

I(Ryan Cheu) was on the team that made this if anyone has questions! Most of my work was on implementing the actual calculations for relativistic effects. It was coded in Unity Game engine in C# mostly. The hard calculations are actually all calculated in a shader written in Cg (mostly just C) so they're on the graphics card.

Is there a description anywhere of exactly how the FOV/perception of distance changes as you get closer to c ? Also why is it that you can't see the Lorentz transformations until the final orb? I'd have thought that they'd be apparent somehow -- is it somehow cancelled out by visual effects?

The papers I read in preparation for the project and my main references:

http://dl.acm.org/citation.cfm?id=234537 http://dl.acm.org/citation.cfm?id=91423 http://tobias-lib.uni-tuebingen.de/volltexte/2001/240/pdf/01... http://www.google.com/url?sa=t&rct=j&q=&esrc=s&#...

There were also a few other documents I had but they don't appear to be hosted online anywhere.

The Lorentz transformations are not as apparent as the visual effects, they're not canceled out though. You can actually see them, try speeding up and slowing down when you have >50 orbs. You'll see a warped view and such :)

Re: A Slower Speed of Light

#105

Looks very psychedelic. It's interesting how simulating a variable speed of light creates the same visual effect as that produced by ingesting psychedelic mushrooms or LSD. Not just the color spectrum, but also the distance/space distortions one reports while tripping. I guess those mushrooms in the game are not a coincidence. Wonder what the connection is there then.

Our initial plans involved mushrooms that grew due to the time dilation. They were nice because they could grow straight up so we had easy time calculating past positions. We only later realized the connection that you could make.

Re: A Slower Speed of Light

#106

Earlier quoted context omitted.

Is there a description anywhere of exactly how the FOV/perception of distance changes as you get closer to c ? Also why is it that you can't see the Lorentz transformations until the final orb? I'd have thought that they'd be apparent somehow -- is it somehow cancelled out by visual effects?

The papers I read in preparation for the project and my main references: http://dl.acm.org/citation.cfm?id=234537 http://dl.acm.org/citation.cfm?id=91423 http://tobias-lib.uni-tuebingen.de/volltexte/2001/240/pdf/01... http://www.google.com/url?sa=t&rct=j&q=&esrc=s&#... There were also a few other documents I had but they don't appear to be hosted online anywhere. The Lorentz transformations are not as apparent as the…

I saw a qualitatively different type of warping at 100 orbs than I did at 99. For instance, at 100 orbs, I would see the tops of arches bend and distort as I approached them. No such effect was visible at 99 orbs. I'd pull it up again just to double-check, but it's a bit of a pain to actually collect enough orbs -- a freely adjustable mode once you've beaten it once would be nice :)

I also would have expected to see some sort of length contraction evident in things like the fence post spacing, but I never noticed any.

Re: A Slower Speed of Light

#107

Earlier quoted context omitted.

The papers I read in preparation for the project and my main references: http://dl.acm.org/citation.cfm?id=234537 http://dl.acm.org/citation.cfm?id=91423 http://tobias-lib.uni-tuebingen.de/volltexte/2001/240/pdf/01... http://www.google.com/url?sa=t&rct=j&q=&esrc=s&#... There were also a few other documents I had but they don't appear to be hosted online anywhere. The Lorentz transformations are not as apparent as the…

I saw a qualitatively different type of warping at 100 orbs than I did at 99. For instance, at 100 orbs, I would see the tops of arches bend and distort as I approached them. No such effect was visible at 99 orbs. I'd pull it up again just to double-check, but it's a bit of a pain to actually collect enough orbs -- a freely adjustable mode once you've beaten it once would be nice :) I also would have expected to see…

There was no difference in the calculations at 100 orbs, we just let v/c get much closer to one. The effects were actually there before 100 orbs you probably didn't notice much because of the colors! Internally the colors and Lorenz and time invariance calculations effect different things, the 100 orb stage just removes the operations done in the fragment shader--the vertex sharer remains unaffected.

Re: A Slower Speed of Light

#108

I'm quite curious as to whether the speed of light across the game space decreases instantaneously when you pick up an orb or whether the change in the speed of light propagates at the speed of... umm light. Also they definitely need to have a black hole or 2 chucked in and maybe some miniature binary stars orbiting at relativistic speeds

It's instantaneous. There's no answer in physics for what should happen when you change the speed of light because that simply just can't happen. Therefore we didn't bother doing something like prorogation at the speed of light. We don't do gravity calculations, along with a few other things because we didn't have time and they make the other effects hard to see. In the future I would have liked to continue with the…

Cannot happen? Would we able to detect it if it actually did happen?
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