This is a work in progress, but I feel it has some important discoveries to reveal right away.

 

Moments in Time

 

By Marty Wollner

discflicker.com

12-Dec-2011

 

 

 

        

 

 

 

 

 

 

This paper is 100% scientific.

1         Colors and Fonts:

 

Yellow: In progress

Red: Important

Torques: Footnotes

Italics: Humor

Quoted Bolded and Underlined”: A new term being introduced

 

 

Marty tends to repeat himself a lot. Sorry.

 

 

 [1]


2         Long Preface, Intriguing Question!

 

2.1       Visualizing, step-by-step

 

This paper describes my visualizations of the universe by asking;

 

“What happens if we freeze time and then try to figure out what’s going on?”

 

“What will then result in the next moment of time?”

 

My thing is the digitization of the universe vs. the time-space-continuum. But rather than getting hung up arguing over it, by using this freeze-frame approach we can closely examine everything in either case.

 

In doing so, it becomes more and more obvious that a step-by-step approach is absolutely required to get the universe to work as advertised.

 

 


 

2.2       My Overall Goal: The Holy Grail of Physics and More!

 

My overall goal is to get the universe to work as advertised in a “digital rendition” by figuring out how it can be programmed as a digital simulation; my overall contention is:

 

If a digital simulation of the universe can be made to such a resolution that it works perfectly, what’s the difference between that and reality?

 

NOTHING!!!

 

 

Specifically, this paper addresses how the speed of light can be implemented in my digital rendition of a universe.

 

We will discover a critical aspect of implementing motion. We will then apply this discovery to my ongoing algorithm under development that I call “God’s program”… the holy grail of physics.

 

Turns out, the holy grail of physics is both simple (only a few pages of code) and eloquent (ZEN has nothing on what I will show you right here in this book). What else did you expect?

 


 

2.3       The critical aspect of implementation… SPEED and MOTION

 

The critical aspect of implementation I recently uncovered relates to defining speed… trying to fit speed into the limitations of the speed of light we observe in our universe.

 

This is obviously based upon my suppositions that our universe is both virtual and digital… a digital grid defines space, and things move around the grid locations in a series of sequential steps.

 

A “Grid-Coordinate is the smallest resolution the system can be examined for… in Marty’s world, it is the grid itself!!

 

 

 


2.4       Visualizing a virtual world from a list of numbers

 

 

Within a virtual universe, grid locations are numbers. But where is the “digital grid that defines space” really located, and where does the “virtual matter” in it come from?

 

In Marty’s world, all virtual matter exists as a “LIST OF NUMBERS”. The list itself is “indexed”, starting at “record” number 1.

 

 

 

 

 

Virtual

Particle

Index          Location Pointer

---------     ----------------

1           0

2           2

3           3

4           5

5           7

6           11

7           13

 

M7P1DPOU:1

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

1

 

2

3

 

4

 

5

 

 

 

6

 

7

 

 

 

 

 

 

 

 

 

 

 

 

A magical transformation takes place when that happens… everything becomes perfectly exact and also geometrically symmetrical.

 

 

 

 

And, since everything that moves must somehow instantly jump from one location to the next (because there is no number line between these integer locations), everything must move in small discrete steps, or “ticks of time” as I like to call them.

 


2.5       Visualizing Motion in this Virtual Universe

 

Motion is really easy… just change the value of the pointers in the list and that’s all there is to it!!

 

Visualizing this is also very simple! Here are the first 4 ticks of time in a one-dimensional Universe containing 7 particles:

 

2.5.1        Tick 0: The pre-big-bang state… co-occupying plasma

 

(Tick 0)

VP

Index          Location Pointer

---------     ----------------

1           0

2           0

3           0

4           0

5           0

6           0

7           0

 

M7P1DPOU:0 (Tick 0: Big bang initial state… all VPs are “compressed” into location 0)

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

1,2,3,4,5,6,7

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


2.5.2        Tick 1: Nuclear Energy sprays Plasma Apart:

 

(Tick 1)

VP

Index          Location Pointer

---------     ----------------

1           0

2           2

3           3

4           5

5           7

6           11

7           13

 

M7P1DPOU:1 (Tick 1: Ka-BOOM! “Nuclear force” sprays them apart by prime number)

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

1

 

2

3

 

4

 

5

 

 

 

6

 

7

 

 

 

 

 

 

 

 

 

 


2.5.3        Tick 2: Fusion of Free Hot Plasma into Bound Components

 

(Tick 2)

VP

Index          Location Pointer

---------     ----------------

1           0

2           2

3           2

4           5

5           5

6           11

7           11

 

M7P1DPOU:2 (Tick 2: Fusion of nearby plasma into Bound Components)

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

1

 

2,3

 

 

4,5

 

 

 

 

 

6,7

 

 

 

 

 

 

 

 

 

 

 

 

The components were fused together from plasma according to the adjacency of neighboring plasma:

 

  1. Particle 1 is not considered for reasons that would confuse the heck out of you for now.

 

  1. Particles 2 and 3 (un-bound) were at locations 2 and 3 respectively (and coincidentally). They were separated by ONE location, so we will CATAGORIZE this material as being of  “Elemental type” ONE, and bind it together into location 2.

 

  1. Particles 4 and 5 (un-bound) were at locations 5 and 7 respectively. They were separated by 2 locations, so we will CATAGORIZE this material as being of  “Elemental type” 2, and bind it together into location 5.

 

  1. Particles 6 and 7 (un-bound) were at locations 11 and 13 respectively. They were separated by 2 locations, so we will also CATAGORIZE this material as being of  “Elemental type” 2, and bind it together into location 11.

 

2.5.4        Tick 3: Movement of Bound Components by Momentum:

 

(Tick 3)

VP

Index          Location Pointer

---------     ----------------

1           0

2           4

3           4

4           10

5           10

6           22

7           22

 

M7P1DPOU:3 (Tick 3: Motion of Bound Components by Momentum)

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

1

 

 

 

2,3

 

 

 

 

 

4,5

 

 

 

 

 

 

 

 

 

 

 

6,7

 

 

The components obtained their velocity by virtue of their previous location:

 

  1. Particle 1 stayed at home in location 0, so there was no “delta motion” since the last tick, hence no velocity.

 

  1. Particles 2 and 3 (bound) were at location 2 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 2 (from 0 to 2), per the pervious tick… 2 grid positions per tick, and so that becomes its velocity of motion, and thus, it gets moved from location 2 to location 4 in tick 3.

 

  1. Particles 4 and 5 (bound) were at location 5 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 5, and so 5 grid positions per tick becomes its velocity of motion, and thus, it gets moved from location 5 to location 10 in tick 3.

 

  1. Particles 6 and 7 (bound) were at location 11 in the last tick and location 0 before that. The previous delta motion of this bound structure is thus 11, and so 11 grid positions per tick becomes its velocity of motion, and thus, it gets moved from location 11 to location 22 in tick 3.

 

 

 

 

 


2.6       Understanding Time in a Virtual Universe

 

2.6.1        Time in the virtual Universe is also really simple

 

Because “virtual particles” “move” about the grid simply because of changes to the values of their pointers, every time a VP pointer value is changed, it represents motion.  I think this is pretty obvious.

 

2.6.2        A bit more complex

 

Is the idea of somehow changing ALL of the numbers in the list at the same time as a SET OF CALCULATIONS applied to entire collection of virtual particles in the list. (This is also key.)

 

That’s how the above example is shown proceeding… moving all 7 VPs at the same time, calling this set of movements “tick 0 of universal time”, then doing it all again for tick 1 and then again for ticks 2, 3, …

 

Now please give the following a minute to sink in… as observed from within the virtual universe;

 

  1. All motion is relative ONLY to changes of the relative positions of other virtual matter in the same virtual space.

  2. Motion, therefore, is only noticeable at the moments when these transitions between these list changes take place.

 

  1. Because time is relative to motion, the timeframe observed within the virtual world is relative only to THE SQUENCE of list changes!

 

As observed from OUR Universe

 

  1. We make the set of calculations, change the list values, and call it a tick of time.

 

  1. Then we make the next set of calculations, change the list values again…

 

  1. Etc., etc., etc… we are simply GENERATING a SEQUENCE of changes to the list.

 

However, as observed from within the virtual Universe, THIS SEQUENCE of changes becomes the flow of time!

 


 

2.6.3        Here’s the Really Cool Part

 

This flow of time seems to go on continuously, smoothly and uninterrupted!

 

THINK about it for a while… think of it in terms of characters within a video movie … think about that TV commercial where a dude playing a video freezes the action, walks into the next room and resumes the action… did the characters WITHIN THE MOVIE notice that their time flow was halted in the “Outer Universe”? NO!!

 

This is key to understanding and believing in virtual reality!

 

 

 [2]

 

 


 

2.7       Speed as Grid-Coordinates Per Tick, and (at last) the Intriguing Question

 

 

Because of the way matter “moves” around within the virtual universe, as a simulation programmer,

 

I discuss speed in terms of “grid-coordinates per tick”, rather than, say meters per second.

 

So, when “digital matter” is moving around by “Traversing” the grid from location to location, it can have a velocity, and a simulation programmer COULD HAVE implemented it in terms of grid-coordinates per tick.

 

That sounds simple, and very straightforward to implement, right?

 

  1. Just limit the maximum speed allowed to so many grid-coordinates per tick, and you’re in business with a set speed of light, right?

 

  1. We could equate a grid-coordinate to some very small distance like Plank’s constant, right?

 

  1. We could try setting a “tick of time” as some kind of clock-speed occurring a great number of times a second, right?

 

 

INTRIGUING QUESTION: Following this simple method, we SHOULD BE ABLE to figure out how to get the speed of light to work within our digital rendition? Right?

 

                

 

 

WRONG!!!

 


 

2.8       Oops…

 

What we will have done is to digitally model most everybody’s conception of how they think the Universe runs.

 

And when we do so, we will quickly realize that IT STILL DOES NOT WORK

 

The way the speed of light behaves still doesn’t add up;

 

Even in a fully digitized simulation… something doesn’t make sense;

 

We will still need to turn to relativity and try to bend space and warp our minds with a boatload of infinity-based math formulas that nobody really understands… because they are, for the most part, incorrect!

 

 


 

 

2.9       Not to brag, BUT…

 

 

Not to brag, but I believe I have it all figured out. The secret is in the way speed and motion are implemented in God’s program. The secret answers ALL questions. Read on, my child.

 

        

 

 

3         Table of Contents

 

1      Colors and Fonts: 2

2      Long Preface, Intriguing Question! 3

2.1       Visualizing, step-by-step. 3

2.2       My Overall Goal: The Holy Grail of Physics and More! 4

2.3       The critical aspect of implementation… SPEED and MOTION.. 5

2.4       Visualizing a virtual world from a list of numbers. 6

2.5       Visualizing Motion in this Virtual Universe. 7

2.5.1        Tick 0: The pre-big-bang state… co-occupying plasma. 7

2.5.2        Tick 1: Nuclear Energy sprays Plasma Apart: 8

2.5.3        Tick 2: Fusion of Free Hot Plasma into Bound Components. 9

2.5.4        Tick 3: Movement of Bound Components by Momentum: 10

2.6       Understanding Time in a Virtual Universe. 11

2.6.1        Time in the virtual Universe is also really simple. 11

2.6.2        A bit more complex. 11

2.6.3        Here’s the Really Cool Part 12

2.7       Speed as Grid-Coordinates Per Tick, and (at last) the Intriguing Question    13

2.8       Oops…... 14

2.9       Not to brag, BUT…... 15

3      Table of Contents. 16

4      Important Note to Readers: 23

5      Background: 25

6      Summarizing Overview... 27

7      PUT TO REST.. 30

8      “Forces”. 31

9      Monster thought: The fixed amount of energy in the Universe   32

9.1       But does ENERGY change, as Einstein predicts?. 33

9.1.1        Einstein’s way of looking at this distribution is like this: 33

9.1.2        Marty’s approach: 34

9.2       It’s the E = MC² mechanism that’s wack.. 35

9.3       For the 2nd time now... 36

9.4       Programming Reality Realistically.. 37

9.5       WordSize. 37

9.6       Pseudocode for motion by gravity.. 38

9.7       But you said…... 40

9.8       God’s second work-around: Virtual VP lists. 41

9.9       Way more with less: 42

9.10     God’s scavenger hunt. 43

9.11     Guiding principles. 44

10        Taking WordSize to the Next Level.. 45

10.1     WHY DOSENT ANYONE THINK ABOUT THESE QUESTIONS???. 46

10.2     THE LIMITATION TIES IT ALL TOGETHER!!!! 47

10.3     Digital Plasma.. 48

10.4     Why ask these questions?. 49

11        A Universe Without Flux.. 50

11.1     Mission: 50

11.2     Feynman’s footsteps. 51

11.3     Digitizing Feynman’s equations. 52

12        Describing the energy-flux cycle of our Universe.. 53

12.1     Approach to describing it. 53

12.2     A starting point in the story: “Nuclear Force”. 54

12.2.1      Cause: 54

12.2.2      Mechanism: 54

12.2.3      Effect: 55

12.2.4      (Commentary:) 56

12.2.5      Specifics 1: Is there any heat flux and why not… is it just because “Marty Says So?”  57

12.2.6      Specifics 2: Where do they get sprayed to?. 58

13        Atomic Collapse.. 59

13.1     Considering the collapse. 59

13.2     Proposing the Mechanism of Collapse. 60

13.3     Cause and effect. 61

14        Ok, now I need to define what happens during a collision…... 62

14.1     In one dimension: 62

14.2     In 3-dimensions this takes on a whole new meaning…... 65

“Single Cube Shape”, Energy Level 1: 65

14.2.1      “Single Cube Shape”, Energy Level 2: 66

14.2.2      “Single Cube Shape”, Energy Level 3: 67

14.2.3      “Single Cube Shape”, Energy Level 4: 68

14.3     Getting back to the question of what happens during a collision: 69

15        Defining Atomic Force.. 70

16        And Hey, what happened to Atomic Collapse?. 71

17        Handling the speed of light.. 72

18        Defining the speed of light.. 73

19        Defining No Motion.. 75

20        Programming this New Approach.. 76

20.1     Are things going south?. 76

20.2     Kinetic Energy: 77

20.3     Code Changes to Data structures: 78

20.4     Code Changes to Code: 79

20.5     What do the code changes do?. 80

21        First lets define what a collision is, then discuss star ignition. 81

22        The Discrete Point of Impact.. 82

22.1     A new reason for atomic symmetry: multi-dimensional implementations  83

22.2     The problem of partial penetration.. 84

22.3     Now here is the really cool part about that…... 84

23        The Definition of Impact.. 85

23.1     “You touched my force field”. 85

24        The processing of atomic impact: exchanges. 86

24.1     Example simple impact of 2 atoms. 86

24.2     The formula for individual exchanges in a collision is: 87

24.3     In our example, 88

24.4     Converting forms of energy during the exchange. 89

24.5     In our example supporting energy conversion: 90

25        Perfect Reproducibility.. 91

26        Collisions involving more than 2 atoms. 92

27        The system can’t fail. Unless…... 92

28        Exceeding limits of WordSize in performing the calculations… Star ignition and slow radioactive decay are now fully explained.. 93

28.1     Radioactive decay.. 94

28.2     Star shine. 94

29        And so, finally, lets define the algorithm for ATOMIC force   95

29.1     When is it called upon from within God’s program?. 95

29.2     Pseudocode for motion by atomic force upon an atom... 96

29.3     Pseudocode for the Atomic Collapse handler.. 99

30        The simplification of wave flow... 101

30.1     An intuitive approach that was wrong.. 101

30.1.1      and I did a good job, 101

30.2     Example 1: Two-way propagation of a streaming “WFE” in a one-dimensional Universe. 102

30.3     Retrofitting the new into the old.. 106

30.3.1      First off, lets clearly define what were involved with: 106

30.3.2      C = One GC per tick. 106

30.3.3      Speeds Slower than C =  1 / N C is 1 GC every N ticks. 106

30.3.4      How big can N get? In our world of digital addressing, the biggest computable number is 2 ** WordSize. 106

30.3.5      The slowest speed = 1 GC every 2 ** WordSize ticks. 106

30.4     Next to fastest speed.. 107

30.4.1      Is not that easy to picture…... 107

30.4.2      We need another approach…... 107

30.4.3      Working all the way from the slowest forward…... 108

30.4.4      AND SO, FAST STUFF is described (from the fastest on down) as: 110

30.4.5      AND SLOW STUFF is described (from the slowest on up) as: 110

30.5     Implications. 111

30.5.1      Does this mean that stuff closer to the fastest needs to be processed differently than the slow stuff?  111

30.5.2      YES IT DOES !!!! 111

30.5.3      The slow stuff needs to be processed by waiting a number of ticks, then moving the object 1 grid location. 111

30.5.4      The fast stuff needs to be processed by waiting a numbers of ticks then moving the object that many grid locations. 111

30.6     But what didn’t occur to me was…... 112

30.7     WRONG!!! 113

30.8     WHY is this wrong? What isn’t obvious??. 114

30.9     A different approach to digital radiation traversal through the grid   115

30.10       The new way to implement digital radiation, by example. 116

30.10.1        The new way to move slow matter, by example. 116

30.10.2        The new way to traverse radiation, by example. 121

31        Defining Quantum Radiant Heat Flux: 128

31.1.1      Cooling by radiant heat: 128

31.1.2      Heating by Radiation Absorption: 128

32        Quantifying the 2-step transfer of energy between radiation absorption and velocity, Finding Nirvana.. 129

32.1     Amazing? TOTAL Nirvana! 130

32.2     Perfect Numerical Harmony.. 131

33        Hey What About That Paradox?. 132

33.1     And it’s fast, too! 133

34        Recent scientific discoveries. 134

34.1     Light traveling faster than C.. 134

34.1.1      Proof: 135

34.1.2      Implications: 135

35        The New Irony: 136

35.1     (At least 3) parameters are replaced by 1. 136

35.2     Even More. 137

35.3     Something to consider.. 138

35.4     It wont be long now…... 139

36        Summary: Themes… Gluing it all together.. 140

36.1     Our universe is both virtual and digital… a digital grid defines space, and things move around the grid locations in a series of sequential steps called “Ticks of Time”. 140

36.2     No motion in the entire system moves faster than one grid location per tick. All radiative wave flow moves at this rate, and all slower motion moves by pausing a certain number of ticks and then moving one grid position. 141

36.3     Once a photon is created, it starts traveling at one grid location per tick (the speed of light) in our fixed digital framework, regardless of how fast the source of the WFE was “moving” upon its creation. THIS explains relativity straight up… it’s just THAT simple! 142

36.4     Heat of an atom is manifested as an expansion of the virtual space around it. 143

36.5     The Expansion Zone Around an Atom Defines it’s Collision Zone  144

36.6     A collision results in an exchange of heat and kinetic energy   145

36.7     Heat units are equated to grid locations and MASS… sealing the whole deal!!! 146

36.8     This is the coolest thing I have ever come up with in my entire life…    147

37        Programming this will now be a SNAP. I think???. 148

37.1     LET’S ROLL UP OUR SLEVES and get to work. 148

37.2     Octopus_3 will replace Octopus_2. 149

37.3     How Marty Operates: 150

37.4     Case in point: Lets discover how the universe runs, right fucking now! 150

38        Next step: My new book, “Think Digital” and my new program “Octopus 3” are in progress, I expect completion by 01-May-2012. 151

39        A nice ending.. 152

39.1     Why Follow the Golden Rule?. 153

40        Appendix: Time Frames: Beating a Horse AND a Pony to Death   155

40.1     Virtual Computing.. 155

40.2     The King.. 156

40.3     The Chess Game. 157

40.4     Definition: How Computer Simulators Work.. 158

40.5     Is there a point?. 159

40.6     Can We PLEASE Get to the Point?. 160

40.7     Time Frames. 161

40.8     Relative Terminology of the Chess Game. 162

40.9     A Long Day in My Computer Lab.. 163

40.10       A Not so Obvious Thing.. 165

40.11       Dead Yet? NOOO??? OK, Just One More…... 166

41        Appendix: Computer Word Sizes and Addressing Limitations  167

41.1     Periodic Table of the Elements. 171

42        Appendix: A Concise summary of “Big Bang Formation of Matter”  172

42.1     A list of “virtual particles” (VP’s for short) is the Universe. 172

42.2     Time unfolds as a sequence of discrete steps, during which the attributes of the virtual particles in the list may change. 173

42.3     Virtual Matter Results from Spatial Relationships. 174

42.4     Attributes of VPs. 175

42.5     M7P1DPOU.. 177

42.5.1      M7P1DPOU:0. 177

42.5.2      M7P1DPOU:1    TICK! 178

42.5.3      M7P1DPOU:2 … TOCK!!! 179

42.6     Energy is PROGRAMATIC.. 181

42.7     Heat is an Expansion of Geometric Shape. 182

42.8     Digital Radiation Results from Cooling.. 183

42.9     Heating works nearly the opposite of cooling, but a bit more involved: 184

42.10       Electric Charge. 184

42.11       Magnetic potential is summed into gravitational motion.. 185

42.12       Nuclear Force is not restricted to the speed of light. 185

42.13       Phases of Universe Creation.. 186

42.14       Calculating next position.. 186

42.15       Beautiful simplicity.. 188

42.16       Emergence of Complexity.. 190

43        Appendix: The Zen of my implementation of the speed of light   191

44        Appendix: Marty’s manic approach to learning is by discovering from scratch.. 191

44.1     TheBetMaker story.. 191

44.2     The point of TheBetMaker story.. 195

44.3     Designing from scratch.. 196

45        Appendix: The overall flow of the Universe.. 199

45.1     Sounds nutty, but, 214

45.2     Need a little help to “push things along”?. 226

45.3     Are you ready to rumble?. 231

45.4     Click, 234

45.5     BOOM !!!! 235

Appendix: Calculating the surface area of the sugar-coat…... 236

45.6     Start in 1-dimensional, 1-direction: 236

45.7     Next, 1 dimension, 2 directions: 237

45.8     Next, 2 dimensions, 1 directions: 238

45.9     Next, 2 dimensions, 1 direction: 239

45.10       Here is a visualization of the 2-d sugar-coat: 240

45.11       3 – d and beyond: 241

46        Appendix: Are you stupid, Marty?. 242

46.1     NUMBER 1: Why can’t things be stopped, and why can’t there be any speeds faster than ½ C?. 242

47        Appendix: the proposed mechanism of the ½ point exchange. 246

 


 

 

4         Important Note to Readers:

 

This is a high-tech document that you really need to get some background on. I suggest reading some of my previous books, specifically, “From the Side of God” is where I had previously stopped, and this new paper takes off from there focusing on retro-fitting my implementation of the speed of light into my previous work, but WAIT!

 

I have extracted the important chapters from “The Side of God” right here, albeit very complex, if so, try the book.

 

Contrary to the implications of the name, “From the Side of God” is 100% scientific, as well as this paper. You might also want to check out “Big Bang Formation of Matter”, which is also 100% pure science with no mention of religion what so ever!

 

Speaking of religion, when I mention things like “God’s Program”, “God’s Plan”, etc., I DON’T MEAN IT FROM A RELIGIOUS POINT OF VIEW, it’s just my slang for the processes of creation of our universe and its operations, both according to strict mathematics.

 

 

This document is really a journal of the logical thought processes I’m going though in deriving how the speed of light must operate… a logical walkthrough of my attempts to figure out the reality I am faced with.

 

I must say, this worked out far better than I could ever had imagined, I actually did it and it all makes perfect sense, no shit.

 


The grail is MINE!

 

 

 [3]

 

 

 

C’mon, it wasn’t THAT hard!

 

5         Background:

 

(references to other works) This is still in-progress, look at “From the Side of God” for references and links to other works. It’s all right there 100% free on discflicker.com.

 

 

 

 


 

 

 


6         Summarizing Overview

 

 

  1. First, we will look at the 4 forms of force-motion that I’ve come up with, and for any given situation, figure out exactly which one is selected for use in the next moment in time.

    We will discover how the quantitative amounts these forces exhibit are determined… not by set amounts or ratios, but by the relative priorities given to which one of these 4 forces is exclusively used in the next moment in time.

 

  1. Next, we will look at the overall universe, and ask, at any given moment in time, what is the balance of energy vs. matter, how this balance is established, and if it is constant or if it changes?

    We will discuss whether this balance affects the speed of light or if the speed of light is somehow an “externally, pre-determined constant”. In doing so, we will uncover our critical aspect of implementation, and this will pull everything together even closer to our goal.

 

  1. We will discuss methods that can possibly be used to implement God’s program on an old Atari-64 hooked up to a external storage device, and yet still provide the resolution required to simulate OUR OWN UNIVERSE with 100% accuracy and reproducibility. No, this is not humor.

 

4.     We will look at what happens during a collision, and quantify it as only Feynman could have done it, but now with exact digital precision.

 

5.     We will examine why there seems to be a paradox in the way wave flow has more energy when its wavelengths are shorter. We will apply our critical aspect of implementation to it and reveal a whole new approach to implementing digital radiation and discover yet another amazing detail of implementation.


 

6.     When applying the math to processing collisions, we will discover yet another amazing method that not only ties together motion and heat exchange, it reveals an operational theme by which the entire Universe operates.

The new method exchanges both heat and momentum in a collision, ties heat to motion, and (along with my previous assertions that heat is manifested as a digital expansion of the spatial zone around an atom), explains Pv = nRT totally!!

 

7.     The operational theme was realized because basically, God’s program uses integer numbers to quantify values for the mass, heat level, and the relative spatial distances between atoms as they move about and collide.

The real magic here is that the universe somehow provides an overall conservation of these numbers via a small set of exchanges
[4] that can take place.

An overall balance is maintained by keeping the sum of all of these numbers at a constant level!! The reason for this: so it can be programmed on the Atari-64… AMAZING!!!


The laws of conservation of matter and energy we observe from within our universe are simply the manifestation of the numerical balance used to implement it from the outside.

In all of these exchanges, this same set of integer numbers is used to represent all of these attributes, and thus, the numbers themselves act as a common currency in exchanges between these various forms and states of matter and energy.


 

8.     MOST IMPORTANT! Because all of these numbers must operate within the finite limits of the digital implementation, an incredible new approach to defining motion was developed.

This new approach intentionally performs these operations within these finite limitations… and in doing so, IMPLICITLY defines the speed of light without arbitrarily defining it as a limitation!!

T
his brings full-circle my grand revelations that the speed of light doesn’t just limit motion, it is the vehicle by which motion occurs! In fact, it snaps everything into place.

IN FACT, I’m claiming the holy grail of physics as of right now, 1:41 P.M. EST, 28-Nov-2011 in my Livonia, Michigan, U.S.A. workstation. Sorry, Steve H.!

 


 

7         PUT TO REST

 

Right here and now let me try to put the digital U. argument to rest. Lets say 2 chunks of matter are approaching each other at the exact same moment a photon happens by. When I say exact, I mean dead nuts on exact. ONLY ONE of the 2 types of energy exchanges will occur. There isn’t any shaving off of the corner, no scraping, scratching, dents, or abrasions. There are NO CLOSE CALLS, ever.

 

If you can try to visualize that frozen moment, you can step up the resolution in your mind and try to draw an invisible line of delineation, step back and say, “ok, its on this side of the line, so it’s this, and not that”.

 

If its still too close, you can do it again… step up the resolution even higher in your mind and try to make a determination.

 

If you don’t want to have to do this for eternity because the darn thing is just too close, you will need to make a “decision on resolution”. When that happens, as it must (otherwise there would be no motion), we are all in agreement and the issue is put to rest.

 

 

For the remainder of this paper, lets assume that the Universe is digital… your understanding of it will change forever.


8         “Forces”

 

In my previous books, I’ve come up with a small set of “forces” that enact upon matter to move it around:

 

Nuclear, Fusion, Atomic, Gravity

 

Does each force have a relative strength?

 

Marty says one force at a time, in priority. In my digital implementation, there are situations where motion is eligible by more than one force. Rather than splitting these up, and granting partial affect to the multiplicity, I select only one of them and act exclusively upon it. THIS IS THE WAY IT REALLY WORKS!

 

And so, perhaps nobody has considered it this way… instead of these forces being treated in terms of their relative strengths think of it as resulting from the statistical number of times each force is selected for use... if the nuclear force can run first, it does, if not, the next. The relative numbers of these occurrences thus define the relative forces exerted, and this is a cornerstone of universal operations.

 


9         Monster thought: The fixed amount of energy in the Universe

 

 

People look at the universe as being composed of a set of matter and a set of energy.

 

MATTER                     ENERGY

 

Many folks also believe that the two are somehow interchangeable as e = mc2 implies. These folks say that at the instant of the big bang, it was all ENERGY and then it exploded into matter[5].

Ok, lets look at this at any given moment in time[6]:

  1. There are a number of photons being propagated[7] (Radiation)

 

  1. There are a number of elemental masses, each of which:

    Is currently at a particular energy level (Heat)

    Is traveling at a certain speed (Kinetic Energy)

 

 

I believe we can call the sum of all of these, ENERGY; the set of all the energy in the Universe at the moment in time[8].

 

The cool thing here is that this way of looking at it works in both digital and “real world” conceptions. But in the digital conception, it really works well because it is an exact integer number.


9.1       But does ENERGY change, as Einstein predicts?

 

Lets see…

 

9.1.1        Einstein’s way of looking at this distribution is like this:

 

Pure Energy existed exclusively in a zero-size spatial area.  (pre big-bang state)

 

Pure Energy ---> Energy and Matter (containing MASS) in the big bang, the conversion was done via e - mc².

 

Energy <---> Matter then FLUX between these 2 states in stars and nuclear events, the conversion is done via e = mc² in both cases.

 

The exact mechanism of exchange between Energy and Matter (containing MASS) in e = mc² is unknown, but it is proposed to occur at levels of acceleration that approach the speed of light.

 


9.1.2        Marty’s approach:

 

If we start the universe out according to my simple model[9], it really starts out with ENERGY = 0. The reasons:

 

  1. There are no radiation events
  2. There is no kinetic energy yet (because nothing has moved yet)
  3. There is no matter excited to any energy levels past 0 (actually, there is no matter yet)

 

OK NOW,

 

Lets start to look at the “power” it takes the algorithm to start moving matter around, so that ENERGY is > 0.

 

And the first big question that pops into my mind is,

 

Is ENERGY a fixed number or does it change as the Universe expands???

 

I know, I know, you Einstein lovers think ENERGY was huge and then shrank as the big bang progressed… that there is always a flux between matter and energy, and the sum of THAT flux is a fixed constant and this explains the laws of conservation of energy and matter…. I know[10].

 

 

In my digital implementation, although I’m suggesting ENERGY = 0 at the big bang, then increases, I’m also saying that MASS is all 0 at the big bang as well, just like Einstein did.

 


 

9.2       It’s the E = MC² mechanism that’s wack

 

 

The formula simply equates momentum of mass to energy within the limitations of the speed of light. It does NOT address why the speed of light exists in the first place.

 

Anyone who reads into it that it suggests a magical transformation occurring between matter and energy when the speed of light is achieved has gotta be misguided[11]!!!!

 

Especially those who really understand that the situation itself is impossible, as the equation reveals, IT WOULD TAKE AN INFINATE AMOUNT OF E TO ACCELERATE EVEN THE TINYEST AMOUNT OF MASS TO C.

 


 

9.3       For the 2nd time now

 

In my Universe, this only happens when a “Nuclear Reaction” occurs, exclusively during the first 2 ticks of the big bang.

 

My questions, again for the 2nd time… after tick 2, does ENERGY go up to a certain number all at once and then stay exactly at that number, or can it change by subsequent events down the road?

 

OF COURSE it depends on the programming, right?

 

 


 

9.4       Programming Reality Realistically

 

I want to examine the questions of energy/matter flux by taking the laws of conservation of matter into consideration… as if God’s program has a limited set of records to define the list of VPs in, and a certain amount of time to play around with them… as though God’s assignment of creating the Mona-Lisa has to be done on an old Atari-64, hooked up to an external storage unit.

 

This chapter can be skipped if you don’t care about the programming of these ideas.

 

9.5       WordSize

 

Believe it or not, I think it actually IS possible to do… by designing the program to take into account a single scaling factor, lets call it WordSize. OF COURSE this is an integer number!

 

For any given WordSize, a Universe having numeric attributes (like location, heat level, etc.) as large as 2**WordSize are possible.

 

The obvious limitation is the computer’s native word size capacity, limiting native calculations to 64k. However, special programming could be made that uses chunks of available memory to function as huge computer registers upon which computations can then be performed.

 

Let’s call this data type[12] a “varying size integer format”.

 

Here is an example of the algorithm for gravitational force over one tick in the sequence:

9.6       Pseudocode for motion by gravity

 

 

For each dimension d:    

 

For each record X:

 

Read it into X.Location(d), X.heat(d), X.mass(d)

 

DragSum = 0

UsedCounter = 0

 

For each other record Y:

 

Read it into Y.Location(d), Y.heat(d), Y.mass(d)

 

If (abs (X.Location – Y.Location)  < _

2** WordSize)) then

 

Rem: Count this one and accumulate drag for it

 

UsedCounter = UsedCounter + 1

 

DragSum = DragSum + _

((X.mass + Y.mass) /(X.Location – Y.Location))

 

Else

Rem: It’s too far away, forget it

 

Endif

 

Next Y

 

If (UsedCounter > 0) then

Rem: move the VP by gravity

 

X.Location(d) = X.Location(d) + _

 (DragSum / UsedCounter)

 

End if

 

Next X

 

Next d


 

The Atari 64 needs enough memory to read in no more than 2 externally stored records, storing the attribute numbers of location, heat, etc. into the varying size integer format “registers”. The Atari only needs enough memory to be able to internally represent these large numbers, do some arithmetic upon them, make some decisions based upon the results, and store the result back in the external drive.

 

SO, a large amount of the 64K of memory of the Atari can be used directly for exponential capacity. Location numbers pointed to by WordSize registers as small as 1000 bits are enough to cover OUR universe because it’s greater than our Universe’s RANGE / Planks constant!!!

 

 

So, bottom line, when anyone ask you “How can you represent the entire universe in a computer”, now you know!

 

 

I have repeated this so many times now; THE CAPACITY is what it’s all about!


9.7       But you said…

 

 

In my book, Perpetual Life: The eye of the Octopus, I stated that it is impossible for a simulation to run any faster than what is being simulated. As a work-around, I presented an example of the way God could have programmed the Universe that DOES allow simulations of the big bang from which itself had sprung from within it to actually “catch-up” with a full simulation. (God school, extra credit question number 2).

 

I still believe this is true, however, there is another part of that discussion that until now, I had no work-around for… storage of the total number of VPs in the Universe within media made up of that same universe.

 

I think I might have solved this as well, and it too depends on the program being designed to have this capability… that the only way to figure it out is to assume that it was meant to be figured out.


9.8       God’s second work-around: Virtual VP lists

 

If this computer was able to use a device to hold the VP list on external storage, it can read in one record at a time, process it (determine the next location and heat values), then write it back to the device, and then fetch the next VP record.

 

Since external drives have huge capacities, the capability to roughly simulate universes like our own is possible on today’s supercomputers.

 

However, in order to actually realistically recreate our own universe, we need enough external storage to hold a massive list of VPs, one for each particle in our own universe.

 

As described in Perpetual Life: The eye of the Octopus, the issue becomes available media… even if we could compress this data list way down to having a one-to-one association between particles, it would take every particle in the entire universe to store the atomic states of the simulated VPs of a universe the same size.


9.9       Way more with less:

 

Read this slowly…

 

If the U. is programmatically implemented in such a way that the same VPs appear in multiple locations concurrently within the virtual inner U., then

 

  1. The universe can be implemented using a much smaller list of VPs than are apparent and real within the inner U… it CAN be done on very reasonable hardware.

 

  1. The inner U. can use the full complement (the total number of virtually appearing particles) to act as “physical” media and store representations of an INNER-INNER Universe as external computer storage media.

 

  1. The computations can commence, and THIS IS FINALLY HOW WE CAN DO MORE WITH LESS.

 


 

 

9.10  God’s scavenger hunt

 

Lets assume that God left these us these 2 clues… since this is the only way someone inside can possibly run a true simulation of our own universe, and also the only way that a realistic person with realistic limitations CAN create a universe.

 

If God wants to make this a really intriguing scavenger hunt, he does not give simple clues like miracles. He gives us the ability to figure it out from what it is and gives us the capability to prove it

 

In doing so, God also unleashes the new weapon that results from this new technology; and for the very first time in history, God will prove his presence and unveil his plan to save humanity.

 

Its like walking down a road that must lead to the truth… this road must be walked by humanity and the truth will be known.

 

TheTruth.

 

Lets do it.

 


 

9.11  Guiding principles

 

I just proved that the entire thing really IS POSSIBLE ON REALISTIC HARDWARE.

 

Like I said many times before, child’s play, in more ways than one… simplicity, basic logic and reasoning. This gives me a path to walk upon even when I can’t see where I’m going… underlying principles that I am now finding common to every facet of existence.

 

Now, lets try to pull together our observations of the Universe and try to actually get it to work as observed.

 

The looming problem of the speed of light still seems unresolved. So we need to address that right here and now.

 

Somehow in my heart, I know that WordSize is the key to everything… that the WordSize used in calculating the movements in our universe somehow determines the speed of light observed within it.

 

I truly believe that THIS is the cornerstone of discovery, left by God as a big clue to making the most perfect weapon… a weapon that can only prevent people from being harmed by those who aren’t following the golden rule.

 

Man, God really IS smart!!!

 

 


 

10   Taking WordSize to the Next Level

 

Actually, I can write the program so that ENERGY VARIES… like ENERGY GROWS as the universe expands. HOWEVER, I was talking about the speed of light being a constant, and also being a constant throughout the entire lifetime of the universe.

 

 

2 thoughts pop up here... first, if there IS a flux between MATTER and ENERGY, HOW CAN C REMAIN CONSTANT??? If C were not constant throughout the history of our U., how can we be seeing consistency in the patterns of light we get from various locations, Or, can THIS explain things like the Hubble light shift and the observance of acceleration of our outer galaxies.


 

10.1  WHY DOSENT ANYONE THINK ABOUT THESE QUESTIONS???

 

Wait… my basis is that C depends upon a certain level of ENERGY… am I right about that? I’m thinking this points out a paradox:

 

If C depends upon a certain level of ENERGY, then according to Einstein, it changes since the time of the big bang, and then I’m seriously wondering about issues of consistency in the patterns of light we get from various locations, Or, can THIS explain things like Hubble light shift and the observance of acceleration of our outer galaxies.

 

OK, then if C has remained constant throughout the life of the U., THAT SHOWS an arbitrary selection of limitation and an inclination that the thing must programmed.

 

But if it’s programmed, isn’t it easier to do virtually??? More proof the world is virtual and digital; it is SO obvious by now, its stupid to think of the “official story”.


 

10.2  THE LIMITATION TIES IT ALL TOGETHER!!!!

 

 

I want octopus_2 to simulate the real thing.

 

So I’m going to program it like the real world operates… light behaves as though C has been fixed since the dawn of time.

 

Note that I don’t have to program it so that C is fixed at it tick 2, I could vary C as the universe expands, as required by the maximum integer location read into memory … BUT in my U, there is no flux because I do it all at tick 2, so it is not an issue for me… I NEED to decide upon the speed of light by tick 2, and it remains throughout the run.

 

 

WHY???

 

BECAUSE IN BOTH CASES, C IS PRE-DETERMINED!!!

 

 

According to my current state of octopus_2, I only add energy at tick 2. So right now, yes, it looks that way.  But what happens in fusion reactions that occur father down the pike, in the center of growing stars, for example?

 

 

OK, let me think about this question... are we gonna need a certain amount of “extra” energy to force co-occupation, or does co-occupation occur naturally at a certain amount of pressure?

 

I’m asking if forcing co-occupation will require something extra, like a “Heat of fusion” in water… the extra amount of energy needed to turn ice at 0 degrees C into water.

 

 

This is now drawing me into thinking about handling collisions… something I haven’t yet discussed. The reason I need to discuss it now is I need to think about compressing matter with such a great amount of force that it somehow forces co-occupation.

 

That there must be a threshold of pressure required to do it. And I bet all we need to do is look at stars and simply ask at what mass do they light up? I guess a scale would be developed, charting “Mass of ignition” according to the start’s composition. And a big question I have here is: does it simply occur at a certain temperature, regardless of the composition?


 

10.3  Digital Plasma

 

This is important:

I’m assuming that there exists something I call the “Digital Plasma”[13] state. I suggest that “Digital Plasma” is simply a set of contiguous locations, all of which being co-occupied. To make this easier to understand, lets just examine this when there is only one location. And to make it even easier, lets only discuss co-occupation buy 2 VPs.

 

In this location, somehow, 2 VPs show up… if they had been formed from 2 VPs floating about that were un-bound, well, OK. But if after tick 2 everything was bound, then how can this happen??

 

There must be a mechanism that collapses atoms that have already been formed… some kind of an “anti-fusion” activity.

 

I’m thinking that this activity is separate from nuclear force, it’s actually the opposite of it, but people have it confused with nuclear force. Why the confusion? Because in the instant after a Atomic Collapse, the VPs that were bound just sit there co-occupying the location  (the definition of digital plasma).

 

In the next processing loop, THESE CO-OCCUPYING VPs are first considered for movement by nuclear force, they are eligible, and they explode.

 

THIS activity results in plasma beings sprayed about.

 

In the FOLLOWING tick, these free bits of plasma WILL become fused with other free plasma, and THIS may involve changing the atomic makeup… THIS is how larger size elements are created from smaller ones. And obviously, I’m quick to point out that THERE IS NO EXCHANGE between energy and matter when that happens!!!

 

Yes, matter is re-formed, and yes, you might get some extra energy released, but this is strictly due to exchanges of momentum for changes in mass… AGAIN, NO VPs are converted into “energy”, there is NO ENEGRY is the system what so ever!!!

 

 

WOW... Now I totally understand why the examination of stars is crucial to understanding how matter works…

 

Rather than trying to figure it out by looking at what happens when we squeeze stuff down until it collapses, let’s approach this by reversing the matter creation process….

 


10.4  Why ask these questions?

 

Now I can see that I still need to work on the missing piece, which is collisions and I also need to start thinking about Atomic Collapse… there is a flux that matter and energy exists in, and I still believe that the two are not interchangeable….

 

  1. I’m thinking that ONLY DURING TICK 2 was any matter created and was any energy level to the created matter changed… it was all created and changed right then and there.

 

  1. I’m thinking that ALL SUBSEQUENT NUCLEAR REACTIONS (those occur in the center of stars and also “naturally” in matter decay) simply move the existing matter around and still keep the overall flux between matter and energy identical.

 

And I’m still saying that in these nuclear exchanges, MATTER is never interchanged with ENERGY. I MIGHT BE WRONG... My studies might show that yes, in order for everything to add up, some matter / energy exchange must take place. But don’t you think that a programmer could get it to work without any exchanges? OF COURSE.

 

Here again, if there IS a God who is mortally limited in intelligence, given a choice of easy vs. difficult implementation, why make things difficult?


11   A Universe Without Flux

 

11.1  Mission:

 

So my mission now becomes programming the U. so all matter and energy are created at once in tick 2, and subsequent nuclear reactions can then occur, but when they do, there is no change in the balance between energy and matter, and no change in the amounts of these entities as well.

 

This also results from my need to do this on the Atari… there MUST be a fixed limit of VP capacity, and by restricting the U. to NO FLUX, that can realistically be achieved, and not only that, the program can be massively up-scaled[14] with linear predictability of required capacity!!


 

11.2  Feynman’s footsteps

 

So now, I only need to figure out how it’s done… digitizing the various transitions that Feynman already discovered many years ago… turns out, the simple act of digitizing them MAKES THEM WORK over a sequential series of calculations, whereas you needed to somehow take the average of them over an instantaneous moment of time to make to the infinity based equations actually work. HOW IRONIC!

 

I’m predicting right now that when I’m done, I will have come up the same set of transitions, but my rendition will also have some LOGIC added to it… IF – THEN stuff that Feynman never thought about doing. His best shot at it was to say that it all happens, so just take it all he way to infinity and HOPE FOR THE BEST.


11.3  Digitizing Feynman’s equations

 

This is important

 

There are 4 aspects to digitizing Feynman’s equations:

 

  1. Digitizing the actual equations:

    Taking all the “1 to infinity” and changing them to “1 to 2**WordSize”.

 

  1. Separating these equations from each other:

    I believe this is already done. My inside-out approach already assumed separation of forces because it seems like the only logical way the thing can operate. Actually, I’m basing a lot of my theories upon this supposition. My proof: (hopefully) I will get it to work as advertised.

 

  1. Adding a layer of LOGIC on top of these procedures:

    This is key!!

    This is kind of an extension to (2), but THIS IS WHERE we can really get it to sit up and bark! Think about what’s going on RIGHT HERE… exclusivity in the processing… remember? No Scraps, no abrasions, no close class? This is HOW the “Cornerstone of Universal Operations” I was talk about is brought to life.

 

  1. Running the resulting program in a simple loop, thus implementing it as a finite series equation.

    Is this all there is to life? YES! Well, not right away, a lot of processing has to occur and more importantly, a lot of EMERGECE needs to spring forth. But, in a nutshell, that’s all there is to it!

    I don’t want to creep you out too much, but at that point, just running the program IS LIFE AND EXISTENCE, in and of itself. There isn’t even any need to get a printout or ogle at core dump. Unless you want to see what you’ve “Created”. I will stop right there.

 


 

 

12   Describing the energy-flux cycle of our Universe

 

12.1  Approach to describing it

 

Lets start to define the life cycle of the energy flux of the Universe by describing these transitions in terms of “cause - mechanism – effect - specifics”.

 

The “effect” part is split up into the various forms that matter takes on, and the various forms of energy that drive these transitions of matter between its two forms. Phewew!

 

We need to start somewhere, so lets just pick Nuclear force.

 

(Photo of h-bomb)

 

(Starting line photo)


 

 

12.2  A starting point in the story: “Nuclear Force”

 

12.2.1    Cause:

 

Nuclear force results from tight organization of the Universe. Specifically, when 2 or more VPs co-occupy the exact same grid position.

 

(You can tell right away how logical and straightforward this process is gonna be, right? UmmHuummmm!)

 

12.2.2    Mechanism:

 

 The actual mechanism is very simple:

 

1.      Any 2 or more VPs co-occupying the same location are eligible for the Nuclear Force rule.

2.      All co-occupying VPs are moved[15] into separate locations.

 

3.      The act of moving them away from each other… the act of placing a velocity on their subsequent motion… THIS is ALL OF the “Energy Flux” that the Universe has now obtained.

 


 

12.2.3    Effect:

 

The universe has introduced KINETIC ENERGY into its “flux” and I don’t mean flux between matter and energy, all you misguided Albert-wanna-bees, I mean flux between its various forms of “matter states”. We’re defining 2 of them right here and now…

 

That’s the process we want to follow: we can now split the effect into parts acting upon its components: each pair of accompanying “matter states” has a pair of “energy flux states” for it. In this case, the 2 matter states are:

 

Plasma Soup - believe it or not, the configuration I’m describing as “co-occupation” is what I define as “Digital Plasma Soup”: the definition of eligibility for movement by “Nuclear Force Rules” (above) define it precisely. Ironically, Marty says “The temperature of Plasma Soup = absolute zero.” Marty also says that the state of the entire Universe at the instant of the big bang was 100% Plasma Soup!

 

“Plama Vapour” - The spraying apart of VPs places a velocity upon them. If only they had some mass, we could call this energy right here and now, but its not that simple. And by the way, the temperature of this “Plasma Vapor” is still absolute zero!

 

And the 2 energy flux mechanisms are:

 

“Organizational energy” which I know sounds elusive and reminds you of discussions about “Entropy” in your science class that you never really understood, well at least I never really did. In our digital rendition, however, it actually has a solid, QUANTIFYABLE energy value, ad that is why this whole thing truly is magic!

 

(photo of magic)

 

Kinetic energy” – in the very INSTANT of the big bang, ALL of the “Organizational energy” was transformed into kinetic energy. Proof: after tick 1, no multiple VPs were co-occupying any locations.

 

Surprising that no heat accompanied the big bang… I had envisioned it as a white-hot flash!

 

(photo of Flash the cat)

 

 

 

 

 

 

 

 

12.2.4    (Commentary:)

 

It should be hitting you from all sides now… these are Feynman’s transitions, the laws of physics in the raw, and each of them follows a strict equation, and I hope you see it all now, WE HAVE IT ALL DIGITIZED so we’re gonna know EXACTLY WHERE EVERY PARTICLE GOES EVERY STEP OF THE WAY!!!

 

Damn, I should’ve used RED on that paragraph, its so frickin’ key. Damn I really got a lot to SHOUT about!!!

 

When these transitions occur, which are really algorithms, (dead horse, I know), we will “move” virtual matter around as you might expect.

 

But NOBODY can expect what happens in order to maintain the overall balance I keep harping on and on about…YOU GOTTA SEE HOW the balance of flux happens, it’s just TOO crazy, I feel like Dennis Hooper in “Apocalypse, Now!”!

 

OK, I’m done.

 


 

12.2.5    Specifics 1: Is there any heat flux and why not… is it just because “Marty Says So?”

 

When they get moved, they also take on heat. I have proposed setting the value of that heat to the distance moved. It was simple in the big bang when everything was just sitting at location 0 with 0 heat, now if we need to use another location and base our calculations upon that, can we get it to work? Of course, we can always use relative numbers for the distance calculations, that’s a “no-brainer”, true, but what about heat?

 

Do I need to worry about the previous heat value, and add that to the new heat now being imparted??? Could it be a requirement for two or more VPs to co-occupy, There CAN’T BE any heat there???

 

???

 

Does this answer your questions about why Marty feels that there is no heat in either “Digital Plasma Soup” OR “Digital Plasma Stew”? UmHum.


 

12.2.6    Specifics 2: Where do they get sprayed to?

 

Good question. I’m proposing a few different scenarios, but you need to consider that my program is designed to work in 1 or more dimensions the same way:

 

1.      I’m proposing one way of spraying them around is to relocate each one according to a relative set of “Prime Numbers”. My reason for this deals with the cyclic nature of computing which often manifests itself in optimizing selections, resulting in prime numbers being used for selection as “the next UNIQUE number useable for a fit, after all pervious numbers have been tried and have failed.

 It’s just the way the math works out, beside some other reasons as well. (Automatic natural side-by-side indexed and all unique a well…)

 

2.      My programs also support “linear projection”, and I plan on supporting an “intermittent dispersal mode”, where a specified number of spaces are placed in-between in a strict pattern.

The Steven Hawking image of dispersal (projected on “The Science Channel” recently) showed everything lining up perfectly with the grid itself. He didn’t comment about that, his point was to show that clumping would happen anyway, even if we star from perfect distribution[16]. because, in his words (I’m ashamed of you for saying this one thing, Steve, its just so unlike anything else you project), “There is an underlying rule to the universe… NOTHING can be perfect”, and that’s his explanation for clumping, bottom, line, final answer.

Steve, Steve, Steve!

 

I have proved why clumping occurs... it happens because of the digital rounding that always must occurs in these systems of finite limitations.

 

But that is not the issue at hand… we were talking about linear projection, and my way of handling fusion would therefore result in 100% hydrogen gas by the end of tick 2. By interspersing, the Universe will be composed of ½ H and ½ He upon tick 3.

 

3.      In either case, my programs also support a, tight fill method, where if multiple dimensions are used the fill pattern can keep the fill close to the point of emanation, or fill out in one dimension at a time.

 

 


 

13   Atomic Collapse

 

13.1  Considering the collapse

 

My original vision of the big bang was:

 

Nuclear energy creates motion, and kinetic energy results in the following step.

Also, I’m not sure why I did it (I must have been imaging the hot fallout of a nuclear bomb), I also said that the resulting elements are also assigned a heat energy level as well.

 

Maybe this was some kind of intuition, but this makes the matter creation process an EXOTHERMIC one.  OK, now, following my intuitions about maintaining the laws of conservation of energy (resulting from my need to do it on the Atari), would it not make sense that the collapse of a bound structure is an ENDOETHERMIC reaction??

 

 

   

 

 

Think about it… it requires a lot of energy to smash an atom… can all of that energy simply be ABSORBED into the plasma, mathematically speaking?


13.2  Proposing the Mechanism of Collapse

 

 

We have a digital atom[17]; a set of records, where multiple VPs were already co-occupying the same location, but they were bound in a previous fusion reaction, and the heat value is > 0.

 

As this atom heats up more, the number goes up higher.

 

Isn’t there a maximum value for this integer number???? Isn’t this JUST like everything else????

 

When a certain threshold in temperature is met, I propose that Atomic Collapse just happens in the next tick... And I bet that threshold is the same as the one we can figure out by looking at the mass of stars and compare that to their ignition temperatures.

 

So, we have come up with yet another form of matter transformation… Atomic Collapse. Another “Force” which needs to fit into our priority scheme.


 

13.3  Cause and effect

 

What can cause this to occur??? Extreme heat. How do atoms get heated up?

 

  1. When the atoms are created from plasma due to nuclear force
  2. When they absorb a photon of radiation.
  3. When they are in a collision.

 

In the case of a star, the force of the collisions comes from the force of gravity… and this kinetic force is then converted into heat during a collision.

 

So where is the cosmos-wide conservation of energy?

 

From the big bang, matter was created -> potential for gravitational force.

 

It looks to me like no energy is lost… the act of organization, putting all VPs in the list at location 0, was all the energy the U. has ever needed. Getting back to the question of the eventual state of the universe from an Einsteinium’s point of view… maybe it does make sense… in the end, the U. will lose all of its energy but it occurs by virtue of it loosing all of its organization! You can go ahead and confuse that with the scientific concepts of “Entropy in the Universe” if you want to… be my guest, I came up with this shit on my own dime, and I don’t think it’s the same thing. Correct me if I’m wrong here


 

14   Ok, now I need to define what happens during a collision…

 

 

For one thing, when considering a collision, we need to consider that both heat and momentum are exchanged when they collide. The question is, what does it mean to collide? Does it happen when two atoms get close? Only when they actually co-occupy?

 

Co-occupy what… the exact locations or the area that surrounds the location according to the value of its heat level?? Ehhh???[18]  Quick review:

 

14.1  In one dimension:

 

An atom sitting at location 100 having a heat value of 1 effectively sets the atom’s “range of contact” at that one location:

 

99

100

101

 

Heat level 1

 

 

Increasing the heat value from 1 to 2 effectively extends the atom’s “range of contact” to 99 – 101:

99

100

101

 

Heat level 1

99

100

101

 

Heat level 2

 

 

Increasing the heat value from 2 to 3 effectively extends the atom’s “range of contact” to 98 – 102:

98

99

100

101

102

 

Heat level 3

 


 

In general, for each heat unit added, two more grid locations get added onto the contact range: It’s as simple and elegant as it sounds. Cool, eh?

 

Now, another way of describing this is to say:

 

The effective area of coverage for heat level 1 is 1 grid location:

99

100

101

 

Heat level 1

 

 

The effective area of coverage for heat level 2 is 3 grid locations:

99

100

101

 

Heat level 2

 

 

The effective area of coverage for heat level 3 is 5 grid locations:

98

99

100

101

102

 

Heat level 3

 


 

I know this sounds tedious and simple, I want you to understand the next steps

 

99

100

101

 

Heat level 1: Range: 1

99

100

101

 

Heat level 2: Range 3

98

99

100

101

102

 

Heat level 3 Range 5

 

Etc…

 

Lets look at it one more way:

 

99

100

101

 

Heat level 1: Range: 1: Energy to the next level: 2

99

100

101

 

Heat level 2: Range 3: Energy to the next level: 2

98

99

100

101

102

 

Heat level 3 Range 5: Energy to the next level: 2

 

Etc…

 

Oh, shit, JUST one more:

 

99

100

101

 

Heat level 1: Range: 1:

99

100

101

 

Heat level 2: Range 3: Energy from the previous level: 2

98

99

100

101

102

 

Heat level 3 Range 5: Energy from the previous level: 2

 

Etc…

 

 

Of course, when you use more dimensions, the beauty starts to shine.


14.2  In 3-dimensions this takes on a whole new meaning…

 

“Single Cube Shape”, Energy Level 1:

 

The “Single Cube Shape” is where we begin. It consists of, you guessed it, a single cube, and as such, we say that it has a “Base Energy Level” equal to 1.

 

.

 

Now, we say that:

 

“The Energy required to the next level”: 26

 

Because the “Energy” of the next level is 27, it takes an addition 26 cubes to transition from level 1 to level 2.

 

This is how energy and size are proportional, and the result is PV = NrT, but if you notice, THAT HAPPENS IPLICITLY… IT EMERGES from the physical activities… math is created from geometry… man this stuff is just too cool… it is SO FAR DOWN AT THE ROOT OF ALL THAT EXISTS…mmmmmmmmm.


 

14.2.1    “Single Cube Shape”, Energy Level 2:

 

“Energy”: 27

 

The “Energy” is 27 because we’re adding a single layer around the existing object; shown in 2-d, we add new blocks (red dots) all around it (the blue dot) making a layer of 9 squares:

 

 

M1P2DPOU: 102

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

5

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

6

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

7

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

8

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

9

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

10

 

 

 

 

 

 

 

 

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11

 

 

 

 

 

 

 

 

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12

 

 

 

 

 

 

 

 

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13

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In 3-d, this becomes a cube, and because we cover the original on all sides, we need to add a whole layer of 9 squares above it and below it, to result in a simple 3-d cube that measures 3x3x3 = 27 total.

 

“Energy required to the previous level”: 26

 

“Energy required to the next level”: 98

 

Because the “Energy” of the next level is 125, it takes an addition 98 cubes to transition from level 2 to level 3.

 


 

14.2.2    “Single Cube Shape”, Energy Level 3:

 

“Energy”: 125

 

The “Energy” is 125 because we’re adding another single layer around the existing object; shown in 2-d, we add blocks (red dots) all around it (the blue dots, showing 3x3 dimensions) making a layer of 25 squares:

 

M1P2DPOU: 103

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

5

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

6

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

7

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

8

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

9

 

 

 

 

 

 

 

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10

 

 

 

 

 

 

 

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11

 

 

 

 

 

 

 

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12

 

 

 

 

 

 

 

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13

 

 

 

 

 

 

 

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This becomes a simple 3-d cube that measures 5x5x5.

 

 

“Energy required to the previous level”: 98

 

“Energy required to the next level”: 218

 

Because the “Energy” of the next level is 343, it takes an addition 218 cubes to transition from level 3 to level 4.

 


14.2.3    “Single Cube Shape”, Energy Level 4:

 

“Energy”: 343

 

The “Energy” is 343 because we’re adding another single layer around the existing 5x5x5 object. At this point, I no longer have to embarrass myself with armature graphics for you to understand what’s going on here.

 

The energy of level 4 is 343 because it’s a 7x7x7 cube.

 


Example is over!

 

14.3  Getting back to the question of what happens during a collision:

 

 

 

Hell yes, the effective area of collision includes the entire set of locations surrounding the atom’s location according to its heat level and also according to its geometric shape.

 

 

 

Brilliant because it PERFECTLY ties Pv = nRT into everything and does all those neat Jedi expression of geometry to number mind tricks that keep me very spiritual.

 

 


15   Defining Atomic Force

 

A repelling force must be introduced. Lets call it the ATOMIC force, as opposed to the NUCLEAR force, which occurs because of co-occupation. These forces are prioritized and only one is used. The currently defined ordering according to Marty goes like this:

 

  1. Are they co-occupying? -> Nuclear
  2. Are they close? -> Fusion
  3. Otherwise, Newtonian.

 

We got a nice spot for ATOMIC force in this ordering, it occurs when two atoms are close, so lets put this at # 3 in the ordering…

 

  1. Nuclear
  2. Fusion
  3. ATOMIC
  4. Newtonian

 

And the new algorithm of God becomes…

 

  1. Are the co-occupying? -> Nuclear
  2. Are they close? -> Are they plasma? -> Fusion
    (Not plasma) -> ATOMIC
  3. Otherwise, Newtonian.

 

 

 

Its not really changed… ATOMIC, none of them are really “forces”, it’s just the way I implement them as the set of God’s algorithms upon a list of VPs to make them behave as though they are moved by these “forces’.

 

Atomic forces describe what happens when pre-formed atoms approach each other. In my digital implementation, I can define precisely what a collision is or is not, and I can even define precisely what “close proximity” is.

 

 

But, HMMM do I need to worry about “Partial Atomic Penetration beyond contact of the effective heat zone”???

 

In other words, do I need to worry about not just TOUCHING an area of contact, but actually passing it up, perhaps due to some high velocity or maybe heat. Or perhaps a photon just happens by…

 


16   And Hey, what happened to Atomic Collapse?

 

I said it was a new force to be reckoned. I didn’t forget it. IT’S PART OF ATOMIC FORCE. Atomic force must consider not only the velocity of the masses involved in the collision; it must also consider heat exchange. And THIS is exactly where the WordSize limitation comes into play.

 

If, during the calculations, the collective temperature exceeds a threshold, Atomic Collapse is the result… the atom will be turned back into plasma, simply by virtue of changing the VP list to be a collection of plasma, all in the same location. That’s all that has to occur.

 

In the very next tick, ka-boom!!!

 

And thus, the question of conservation of energy after tick 2 becomes a simple endothermic reaction, immediately followed by an exothermic one, and no net energy is gained or lost, no transformation of energy to matter occurs, and yet again, Einstein is proven wrong, wrong, wrong.

 

BTW, there is still a bit more to the story… what happens to the “Leftover Energy” beyond the digital threshold? See below.

 

 

Believe it or not, NOW is when I need to introduce how the speed of light works. The reason: Its key to the way collisions work because speed is involved.

 

OK, READY?

 


17   Handling the speed of light

 

I used to define speed in terms of grid-coordinates per tick.

 

For example, a particle sitting at 11,11 and moving exactly horizontal at 40 grid locations (grid-coordinates) per tick would occupy 11,51, 11,91, 11,131, … in subsequent ticks.

 

But there is a problem with the implementation when the speed of light limitation gets involved. The problem is obvious to me, that there is no infinity because there is realistically no way to store a number the size of infinity within the computer registers, accumulators, and memory.

 

So there MUST be a limitation. And so, how can we deal with it programmatically? Do we just arbitrarily set a certain number as the maximum grid locations per tick possible? Would God do it that way because his dad won’t buy him a new computer so he’s stuck with the Atari? Maybe, but I don’t think God is THAT stupid. He must know about the big sale at Best Buy, so he should be smart enough to at least try to make his program “SCALEABLE”. Turns out, scalability is exactly where this discussion is heading.

 

Thinking about situations like “Partial Atomic Penetration” and “Leftover Energy”, I visualize out a solution. That’s what I’m really good at, unlike dating, courtship and understanding politics and appreciating lawyers.

 

So anyyywayy, Marty’s solution took me all of one minute to figure out… AVOID THESE SITUATIONS ENTIRELY, AND THEY CANNOT BE A PROBLEM.