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Relativity for games

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arxiv 1703.07063 v2 pith:FGNF775K submitted 2017-03-21 physics.class-ph physics.comp-ph

classification physics.class-phphysics.comp-ph
keywords gamesrelativisticcomputerrelativityaccelerationsaccordingaccuratelyapproximate
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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.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Seeing through the light cone: Visualizing electromagnetic fields in special relativity

    physics.ed-ph 2025-05 conditional novelty 6.0 of 10

    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.

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