PulseCore

Chapter 3 · Section 15

The Dive: promptDive(), diveAt(), pickWellFromScene()

The BPT law

BPT Part 3.10 gives the Return to Bifurcation, ∅L → (0 ⥂ 1)(g+1), once per well: "The null left by a dissipated universe is the Pre-Pulse Field of its children: each well bifurcates as a new UniSphere one generation on." "Each child inherits its parent's well: its null mass, its spin a_f through the Inherited Spin Parameter, and its heritage," and "its generation count advances by one." The bifurcation and the Return to the Source "are one event: the data a well returns to the Source is the recursion that seeds its child. A failed universe is the exception that shows the two apart: its data returns, and nothing is seeded." BPT Part 3.9 (Fractal Progeny) states the general rule: "Every black hole potentially births new Universes through Null Well Collapse." The ruling of 2026-10-27, quoted at app.js:2846–2849, reads: "EVERY WELL SEEDS ITS CHILD." How the player chooses which child to play is not a law. BPT does not state this; it is a game method that serves the Return to Bifurcation.

The established physics

None: a game method.

The game's math

  • promptDive() app.js:2880, once the universe has returned to the Source, shows the prompt with the count of wells held, and a button to continue into the full decay.
  • diveAt(r, c) app.js:2887, for a tap on the 2D field, finds the nearest well on the field (wrapped distance). If it is farther than max(3, min(rows, cols)/10) cells, the prompt shows again. Otherwise it calls diveWell().
  • In 3D, pickWellFromScene(u) app.js:2898 picks by the marker the scene hit (pickWell() in scene3d.js, at most every 80 ms on hover), since a well on the far side is drawn in front. Wells drawn without a mesh, the dark and quiet ones, are found by their place on the skin.
  • diveWell(best) app.js:3122 finds the well's child: listed at the final well, or made on demand from the field as it stood then (childOnDemand). A child that failed, or a well too small to seed (L_c < 0), says so. A first tap selects and shows the child's level, generation, Ascendance, galaxy, spin and ⟪C⟫. A second tap on the same well plays it.
  • diveHeld stops a held press from choosing twice. It clears on pointer up.

There is no hidden function named pickWell in app.js. The picking is pickWellFromScene() in 3D and diveAt() in 2D.

In the game

When the universe has returned to the Source the torus stays, dimmed, with its wells (scene3d.js:1208), and a banner reads "N wells held · returned to the Source", "Tap a well to dive in", "each seeds a next universe one level deeper", with the button "⌛ Continue the universe" until the decay has run (app.js:2884). A first tap on a well brings up its card: its name ("Proto Well 3 → Well #7 · Ascendant"), then "Next Universe – Level 25.3 · generation 1 · Ascendant" (or "· light and wells only", "· no stars"), then its galaxy, the word written at its place, its origin ("began as a Proto Well · merged with Well #9") and its child's a_f and ⟪C⟫ (app.js:3136). A second tap plays the child. A well with no child says "No universe from this well"; a failed child "This child failed · it seeded nothing; its data returned to the Source"; a well too small "Too small to seed · its well held less than a Zinf-level seed, the smallest unit; its data returned to the Source" (app.js:3129–3130). The run summary's button for the next child and the Lineage panel's per-child "Play" buttons are the other ways in.

The scale model

A drawn well is tapped. Its child stands for the child of any of the wellMult wells it represents, at the depth its share gives (Part 3.14).

Fixed numbers

Number Where What it is Kind
3, 1/10 diveAt() app.js:2894 tap reach, in cells DISPLAY (touch tolerance; no effect on physics)
16, 15 diveWell() app.js:3136 word shown up to 16 letters DISPLAY