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Rindler coordinates and space-time embedded quantum computer simulation #15

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@WrathfulSpatula WrathfulSpatula commented Mar 10, 2023

Hi, this is Dan, again, from the unitaryfund/qrack quantum computer simulator project! I realize this PR might never go in, but I very much appreciate the original OpenRelativity project, and my previous PR and master branch had become very bloated with Qrack binary data, which I've just "squashed" out of the fork repository. To use the Qrack plugin, please install the latest Qrack release. (This way, it's only necessary to update iOS and Android plugin binary data, in the future, and so it's possible to keep the repository size manageable.)

My previous PR started out (in 2017) adding relativistic handling for acceleration to OpenRelativity, basically via Rindler coordinates. After I found an inverse for your Lorentz transform and shader logic code, with handling for acceleration via Rindler coordinates, it become possible to add a lot of new physical mechanics to your project, including collision, friction, bounce, and basically everything PhysX does natively, by effectively treating PhysX mechanics as occurring in a "local tangent space" and transforming back to the space-time manifold after every physics update, (sometimes with length-contraction/time-dilation factors on physics material parameters, as appropriate). With handling for acceleration, we could observe and enforce "equivalence principle," and it became possible to add space-time background curvature to your Minkowski space. Along the way, I tried my hand at relativistic sound and relativistic lighting, real-time and baked. Also, maybe "coolest" of all, since I spent 5 years developing the Qrack quantum computer simulator after working on OpenRelativity, it's integrated with the relativity simulation, here, and you can embed qubits in the space-time background, connected to the relativistic notions of time and distance!

Thank you!

WrathfulSpatula and others added 30 commits August 23, 2021 18:03
* Updated to a new version of unity, 2018.1.4f1. Also fixed a bug, where divison by zero would cause the screen to go black

* Update README.md

* Fixed grammar in README.md

Thanks to Tiago Morais Morgado

Co-authored-by: Camacho <[email protected]>
Co-authored-by: Barnacle Nightshade <[email protected]>
Co-authored-by: MIT Game Lab <[email protected]>
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