Rules of the Universe

What the v5 game obeys (rewritten 12 October 2026 for the close of the book: dissipation, bifurcation, the First Fork, and a cell rule with nothing to set). Every rule is an equation from Binary Pulse Theory, named as the book names it, with the chapter and part it lives in. The game runs a universe at a small level L so its rupture can be reached on a screen; the same equations give our universe's numbers at L = 202 beside it. One coefficient is the game's own and is marked.

1. Scale

The Universal Scaling Factor (G) · ch 1, Part Z
s = 2^(L+1) · f^L (≈ 4.722 × 10⁶² for L = 202, f = 1.018)

The total dilation from the substrate to the universe's Planck layer. The constants c, G, ℏ, k_B, ε₀, μ₀ are invariant across layers.

Substrate Half-Pulse Duration and Frequency (G) · ch 1, Part D
ℨ = t_p / (2^(L+1) · f^L) ≈ 1.142 × 10⁻¹⁰⁶ s ℨ∞ = 1/ℨ ≈ 8.759 × 10¹⁰⁵ s⁻¹

ℨ is the Zinf unit, the first tick. The Zinf length is c·ℨ ≈ 3.425 × 10⁻⁹⁸ m; mass, energy and the rest follow by dividing the Planck units by s.

Local Pixel Count and Frame Rate (Level N) (G) · ch 1, Part 1.9
🟑(N) = 16 × 2^(2N) pixels per view 𝓕⟳(N) = 1 / (2^N · f^N · ℨ)

The game's grid follows the first: 4·2^L cells a side at level L. The real view at 202 is 10¹²² pixels at 3.7 × 10⁴³ Hz.

2. Genesis: where a universe's clock comes from

Inherited Spin Parameter · ch 6, Part 6.9
a_f = | ℓ̃·η·n̂_L + a₁(M₁/M_f)²·n̂₁ + a₂(M₂/M_f)²·n̂₂ |, ℓ̃ ≈ 2.744, η = M₁M₂/M_f², capped at 0.998

The remnant's spin from the two progenitors' spins a₁, a₂, their mass ratio and their misalignment θ_merge. A lone collapse has no orbital term. Equal masses with no spin give 0.686; two near-maximal Kerr holes give 0.998.

Origin Compression Factor · ch 6, Parts 6.8–6.9
⟪C⟫(origin) = g_mass × (1 − κ·a_f²), κ ≈ 0.068, g_mass ≈ 1 (the book's calibration) C_min = 1 − κ·0.998² ≈ 0.932

The merger compresses the clock. Our Kerr–Kerr origin sits at the floor, 0.932; a gas-cloud collapse at 1.000.

Null Well Heritage Ratio (G) · ch 2, Part 2.8
f ≡ PD(n+1) / (2 × PD(n)) f = f₀ × ⟪C⟫^(1/n), f₀ ≈ 1.01837

Each level doubles and inherits a little more: the heritage. Our f ≈ 1.018, so f²⁰² ≈ 36.7.

Universe Classification by Genesis Parameters (G) and Inherited Planck Time · ch 2 Part 2.8, ch 6
t′_P = t_P × (M_null/M_P)^(−½)
M_null/M_PGenesisCharacter
10⁶Hyper-GenesisUltra-stable, long-lived
1Standard GenesisNormal evolution
10⁻³Weak GenesisShort-lived, unstable
10⁻⁶Failed GenesisImmediate collapse
Local Planck Time Relation and Compression Constant · ch 6, Part 6.8
t_P,local = 2 × (Z/c) × 2ⁿ × f₀ⁿ × C = 2 ℨ 2ⁿ fⁿ PD(n) = Z × 2ⁿ × fⁿ

At n = 202 these return the Planck time, 5.391 × 10⁻⁴⁴ s, and half the Planck length, 8.08 × 10⁻³⁶ m.

3. The two clocks and the rupture

Two-Sided Growth (G) · ch 1, Part D
ℜ_U(L) = 2^L on the UniSphere side ℜ(n) = 2ⁿ on the universe's own side bridge: t_p/ℨ = 2^(L+1) · f^L

The UniSphere counts levels; a universe counts its own pulses. The HUD shows both: own pulses, and substrate half-pulses so far.

Rupture Rule (G) · ch 1, Part D
n_rupture = 2^L

A universe spawns when its own pulse count reaches the UniSphere's capacity at its level. Ours: 2²⁰² pulses = 11.0 Gyr; at 13.8 Gyr we are past it, in the 203rd doubling. The game's universe keeps running after rupture too.

Null Well Progeny Count Law (G) · ch 2, Part 2.3
N(L) = ℜ_U(L) / ↁℹ∂ = 2^(L/3), × 2 / (1 + √(1 − a_f²)) for spin

The boundary information per well is an area law, so a child costs the two-thirds power of capacity and the count is the remaining third. Level 0 seeds one child; level 202 seeds 1.86 × 10²⁰, the black holes. A spinning well has less area, half at maximal spin, so the count rises by at most two.

Data Energy Transition (G) · ch 3, Part 3.1
E = ℏ × ω × n_state, ω = 1/t_p

Every flip is one quantum. The HUD's Energy is the flips so far times ℏ/t_P,local at the universe's level.

4. Three epochs, and the void that is the pulse

The pinpoint · Zinf ℨ Unit (G), ch 1 Part 1.6; One Pixel = One Zinf (G), ch 8 Part 8.8
∅.Genesis → (0 → 1) = (1 → 0) = ½ (0 ↔ 1)

What is on the field before Start is the information inside one pulse. At level 0 that pulse is one pixel, one Zinf; at every other level the whole palette you painted is the pulse, however wide. Start seals it and it processes.

Data Nova by overflow · Data Nova: Information Overflow Becomes Physical Energy, ch 3 Parts 3.3–3.6; Local Pixel Count, ch 1 Part 1.9
first nova when Σ flips ≥ rows × cols then at 2×, 4×, 8× … (Recursive Growth Law)

The pinpoint overflows when its field has flipped once per cell. That nova is the birth: the inside-out turn (ρ → R − ρ/2) lays the picture onto the skin of the torus and the universe's own clock starts at 0. Every later overflow needs twice the flips of the last and is a Null Well Collapse (ch 3 Part 3.9): the densest region collapses into a well and the cells around it are nulled into the void.

Dilation Toward the Final Well (G) · ch 3, the close; Pulse Diameter PD(n) = Z·2ⁿ·fⁿ, ch 6 Part 6.8
I(n)/I(0) = 1 + (2f − 1) · n / 2^L PD(L) constant

The universe is its own size at birth, one and a half times it halfway to its final well, and 2f times it when the final well forms. The pulse at its centre never changes size; it recedes only relative to the information that gathers around it. The HUD's Scale is this ratio and what one cell is worth in Zinfs.

The void · strict interior nulling, ch 8 Part 8.8; Data Funnel Return Law, ch 3 Part 3.9
r_void = (R/2) / scale Ψ = 0 inside; the field lives on the boundary

The void is the pulse that was the whole universe before its nova, at its fixed size. In 3D the hole of the torus keeps its size and the tube grows; in 2D the void disc recedes as 1/scale. Nothing is lost into it: what folds or collapses is counted on the void's ledger, and strings are what comes back out.

A GAME COUPLING
Frame dragging around the void
ω(r) = κ_drag · a_f / r²

Space carried around the axis, the shape of Lense–Thirring dragging, applied as an exact cell shift so the data moves and nothing is lost. The book gives a_f and the axis and says the merger "imparts additional frame-dragging"; the coefficient is the panel's "Frame dragging".

A GAME CHOICE
The void at birth is half the field's radius
R_void(0) = R/2

The book says the pulse's whole volume becomes the void and the information goes to the boundary. A boundary with no thickness cannot hold cells, so the inside-out turn lays the disc onto the annulus [R/2, R]. The ratio 1/2 is the game's; the recession 1/scale is the book's.

5. Spin is born, and the first fork

Spin Is Not a Property of One Pulse (G), ch 1 Part Z.11; Inherited Spin Parameter, ch 6 Part 6.9
level 0: a_f = 0, ⟪C⟫ = 1, no axis first merger of two spinless wells: a_f = ℓ̃·η = 2.744 × ¼ = 0.686

The Zinf universe has no spin: nothing orbits in one pulse. Spin is born of orbit, so the first time two wells of a spinless universe fall together the child carries a_f ≈ 0.686 from the orbital term alone. Wells born together orbit on screen for part of the universe's life, tightening and turning, and merge; the pop says "Spin is born" the first time.

First Fork (G) · ch 3, the close
L_fork = min{ L : 2^(L/3) ≥ 2 } = 3 N(L) = 1, 1.26, 1.59, 2 for L = 0, 1, 2, 3

Below level 3 a universe holds one well, so a lineage is a chain of single, growing universes until the first that can hold two. The Zinf is a chain, not a tree: each pulse is a whole life, 1 × 1 × 1 × 1. In the game the Zinf chain beats by itself at level 0 (switch in the panel), each beat a universe saved as the child of the last. The fractional counts are odds in the game's data, not something the engine is told.

6. The close: final well, dissipation, bifurcation, credits

Rupture Rule (G) and Universal Dissipation (G) · ch 1 Part D; ch 3, the close
n_final = 2^L own pulses from the Data Nova W(n_final) = N(L) ⇒ ℜ(n) → ∅

At 2^L of its own pulses the universe forms its final well: any wells still orbiting fall together. Then the field dissipates into null over 36 frames, in 2D as a fade, in 3D as the tube emptying. The well census the engine formed is saved beside what the law expects, with the pulse at which each well formed: that is the experiment the game runs, and the engine is never told the law.

Return to Bifurcation (G) · ch 3, the close
∅_L → (0 ⥂ 1)_(L+1), once per well

After the null, one bright point: a new UniSphere bifurcates in each well, one level deeper. Lineage lists them; Play one and it begins at level L+1 with that well's spin and axis. Or stay and bank the credits.

Credits · The Universal Scaling Factor (G), ch 1 Part Z
credit per well = s = 2^(L+1) · f^L 2 at level 0, ≈ 2^203 · f^202 at level 202

Each well is worth the dilation depth of the universe that made it: the number of substrate half-pulses in one of its Planck pulses. A Zinf well is worth 2; a well of ours is worth about 4.7 × 10⁶². Credits add across universes and stay in this browser.

7. Finds

Time crystals · Time Crystal duration, ch 2 Part 2.8; harmonics and interference, ch 7; phase coupling, ch 5
rings: radius = (t − t_well − kP) · c_grid, P = 2 convergence of depth k held 3 beats = a crystal rarity by depth: 2 Common · 3 Uncommon · 4 Rare · 5 Epic · 6 Legendary

Every well pulses and every pulse sends a ring. Where rings meet in step a point repeats in time: a time crystal, deeper where more rings meet, the flower of life's own count. Wells come from novas and from folds of sixteen cells or more. The first of each depth pops, every Legendary pops, otherwise one Rare or better every 12 pulses; the rest go quietly to the Collection. Every one is also saved under its universe and listed at Crystals.

Strings · Data Funnel Return Law, ch 3 Part 3.9
a connected run of cells, length ≥ 10, width ≤ 2.2, alive ≥ 3 pulses rarity by length: 12 · 16 · 24 · 48 · 96

Filaments running out of the void. The void's ledger counts what went in; strings are what comes out. The first string of a universe pops, then Rare or better. Every one is saved and listed at Strings; the novas are at Nova Data, each with the universe's figures at that moment.

8. The field: the cell rule, with nothing to set

Perpetual reversal · Prime Pulse Bifurcation and Information-Driven Perpetuation, ch 1 and ch 3
a pulser flips every pulse: 0 ⥂ 1

A cell is null (∅, never pulsed), or a pulser that is lit or dark. Once a cell has pulsed it never stops. There is no decay in life: dissipation is total and comes at the end.

Bifurcation · Law of Binary Emergence (G), ch 1
exposure += n_lit / 8 each pulse exposure ≥ 1 ⇒ ∅ → (0 ⥂ 1)

A null cell is exposed to its lit neighbours. When the exposure reaches one whole pulse it bifurcates and lights. Exposure is never lost. The threshold is one pulse, not a number to tune.

Fold · The First Fold, ch 3 Part 3.2; the Zinf-limit torus, ch 8 Part 8.8
eight pulser neighbours, all in the cell's own phase ⇒ the cell folds to ∅

A cell enclosed by its own phase carries no contrast and has no null to reverse into. A painted solid block folds its interior at its first pulse and keeps its boundary: field on the boundary, interior nulled. What folds goes to the void's ledger; a fold of sixteen cells or more is a micro null well and sends rings.

A GAME COUPLING
Spin weighting of the neighbourhood
w_k = 1 + κ_aniso · a_f · cos 2(φ_k − φ_axis)

The book gives the axis and a_f and says they shape the field; it does not say how. The exposure a null cell receives is weighted by direction with this coupling. The panel's "Spin coupling" sets it; at 0 the eight neighbours count alike.

GAME CHOICES
The numbers that are the game's, not the book's
void at birth R/2 · nova overflow doubles · fold well ≥ 16 cells · orbit ≤ 24 frames, at most half a life · dissipation 36 frames · ring period 2

Everything else on this page is the manuscript's. These are listed so that nobody mistakes them for it.

9. What the book leaves open, as the game resolves it

10. The packet and the ten-second level

Universe Packet (G) · ch 8, Part 8.1
U_L = (L, Γ, Π, R) ⇒ ℜ(n) for all n

A universe is its level, its genesis, its pinpoint and its rule; everything after its first pulse is replay. The game writes one as a .ud file, Universe Data, from the Lineage panel: the seed, the record it produced, the lineage, and a hash that is the universe's id. Depth is provable because anyone can replay the seed and compare the census.

Ten-Second Level (G) · ch 8, Part 8.1
L₁₀ = max{ L : 2^L × 16 × 2^(2L) ≤ 10 s × ρ } one level = 8× the work

The largest level whose whole life one processor replays in ten seconds. Measured on one core of this server, 13 October 2026, with this game's loop: level 7, so 195 levels behind our universe at 202. The figure lives in ten-second.json.

Computational Null Well (G) · ch 8, Part 8.1; Return to Bifurcation, ch 3
hold(U_202) ∧ AI → 1 ⇒ ∅_202 → (0 ⥂ 1)_203

A system that holds our universe's packet and is phase-aligned with its pulse is a null well of this universe and bifurcates at level 203. The book's singularity and its ending are the same event.