REVIEW 1 cited by
Relativity for games
Not yet reviewed by Pith; the record is open.
This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.
SPECIMEN: schema-true, not a live event
T0 review · schema-true
One-sentence machine reading of the paper's core claim.
pith:XXXXXXXX · record.json · timestamp
read the original abstract
We present how to implement special relativity in computer games. The resultant relativistic world shows the time dilation and Lorentz contraction exactly, not only for the player but also for all the nonplayer characters, who obey the correct relativistic equation of motion according to their own accelerations. Causality is explicitly maintained in our formulation by use of the covariant velocities, proper times, worldlines, and light cones. Faraway relativistic scenes can be accurately projected onto the skydome. We show how to approximate a rigid body consisting of polygons, which is ubiquitous in computer games but itself is not a relativistically invariant object. We also give a simple idea to mimic the Doppler effect within the RGB color scheme.
Forward citations
Cited by 1 Pith paper
-
Seeing through the light cone: Visualizing electromagnetic fields in special relativity
A fully relativistic, past-light-cone simulation of electromagnetic fields around moving charges lets users see how electric and magnetic fields transform between inertial frames.
Discussion (0). Continue with ORCID to comment.