cross-posted from: https://programming.dev/post/43579029
The Pitch: I am the author of Logos of Aether (a measurement-theoretic foundation for physics). While writing the book, I realized that the core constraints of the universe described in the text behave exactly like a Resource-Constrained Rendering Pipeline.
I am looking for contributors to help build NewAGE (Aether Game Engine)—a simulation where “Gravity” and “Time Dilation” aren’t hard-coded formulas, but emergent artifacts of the hardware running out of FLOPs.
The Repository: https://github.com/chrisnchips42-blip/Logos-of-Aether-A-Measurement-Theoretic-Foundation-for-Physics
The Architecture (Why this is a Game Engine)
In standard engines (Unity/Unreal), the “Camera” is free. You can zoom in infinitely, pause time, and inspect particles without cost. The observer is a ghost.
In this framework, Observation = Actuation. The “Observer” is the Render Loop, and it has a finite Causal Budget (System Specs).
1. The “Teeter-Totter” Render Loop The core mechanic is a trade-off between Spatial Resolution and Temporal Resolution.
- High Zoom: If the camera focuses on a small area to resolve position, the cost is high. The “Frame Rate” of that local area must drop. (Time Dilation).
- High Momentum: If the camera pans quickly, the engine cannot afford spatial resolution. It must blur the distinctness of nodes. (Heisenberg Uncertainty).
2. The “No-Grid” Constraint The theory requires that Space is not a container (
grid[x][y]). Space is a Relational Graph.
- Nodes only know their neighbors.
- “Distance” is calculated Just-In-Time based on signal latency (Phase difference).
- This requires a Mesh-Free approach, likely using graph-based compute shaders.
3. The “Godzilla Limit” The speed of light ($c$) is treated as the Processing Limit of the simulation hardware.
- An object can only grow as large as the signal latency across its body allows.
- If it grows too big, it “tears” (the simulation cannot update the far side before the near side changes).
The Engineering Challenge
We are moving from “Paper” to “Prototypes.” We are looking for Rust (WGPU) or C++ (CUDA) architects to help solve specific problems listed in our Issues tab:
The Grid Problem (No Coordinates)
- The Constraint: Space is not a container. You cannot use
grid[x][y]. Space is purely relational.- The Challenge: How do we implement high-performance Neighbor Discovery and Collision Detection without a spatial hash grid? We need a solution that relies solely on graph topology and signal latency.
The Causal Heap (Asynchronous Time)
- The Constraint: There is no global
dt. Time is local. High-energy nodes (Mass) process information slower (Time Dilation).- The Challenge: GPUs hate branching. How do we implement a Discrete Event Simulation (DES) on WGPU where every node ticks at its own rate based on its budget?
The Topology Problem (Variable Kissing Numbers)
- The Constraint: In this theory, the “Kissing Number” (how many neighbors a node touches) is not a constant (12). It is a Variable Function of Phase.
- The Physics: “Curvature” or “Gravity” is just the local density of connections changing. A node might have 12 neighbors in “Flat Space” but 15 neighbors in a “High Tension” zone.
- The Challenge: How do we build a Dynamic Graph Topology on the GPU where the number of edges per node fluctuates every frame without trashing the memory cache?
The Ask: The math is done (and Open Source/Public Domain). The book is the “Game Design Document.” We need the builders.
If you are bored with standard Newtonian rigid-body solvers and want to try simulating a universe that runs on Constraint Satisfaction, come check out the repo.
Repo: https://github.com/chrisnchips42-blip/Logos-of-Aether-A-Measurement-Theoretic-Foundation-for-Physics

