vm6502q / OpenRelativity

An open source framework to add the effects of traveling at relativistic speeds to visualizations or games
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Speed-of-light communication channel object for quantum computer systems #31

Closed WrathfulSpatula closed 3 years ago

WrathfulSpatula commented 3 years ago

In the interest of general useful (proof-of-concept) quantum computer simulation in the hyper-relativistic space, we should have a game object that links two quantum registers with a channel that transmits signals between them at the speed of light. This would allow simulation of "classical" channels, as in the case of quantum teleportation, without hacking together an effective speed of light limit by quantum computer code design.

I basically have such an object, already. I will adapt it to this case and include it back in the OpenRelativity fork.

WrathfulSpatula commented 3 years ago

I just pushed something for this to the head. It's not perfect, but I'll document the continuing development here. (I meant to branch for that, first, but see this commit.)

WrathfulSpatula commented 3 years ago

I should specifically note that the current state of development does not respect background curvature "ConformalMap" state.

WrathfulSpatula commented 3 years ago

With the changes made this morning, the RelativisticObject on the ActionIndicator stays enabled, so the ActionIndicator instances should hopefully "comove" with the ConformalMap background curvature. The RelativisticObject should keep its velocity parameter as 0, though, since we can't account local time or update the shader specifically for the speed-of-light velocity of the channel. Also, if this were like radio wave transmission, we'd probably calculate and "launch" the signal from the source on a (null-geodesic) trajectory that minimized the spatial length of the path under the effects of curvature, but what we have so far is basically just a proof-of-concept. I don't intend to generally support gravitational effects on ActionIndicator instances, yet, but relatively low gravitational fields might work well-enough with the fixed "launch" trajectory, or I'll keep tweaking.