PulseCore

Chapter 8

Drawing the Universe

How the game makes Binary Pulse Theory visible: the universe as the skin of a torus, the lattice the data lays, the Pulsecore and the space it expels, the novas and the big bang, the wells and Proto Wells, matter as stars, the camera and the time between steps, choosing a well, the 2D field, the readouts and banners, and the note a universe sounds.

Chapter 8

Drawing the Universe

Binary Pulse Theory says that a universe is the skin of a torus. BPT Part 8.7 (Toroidal Pulse Manifold and Zinf-Limit Universe) makes the Prime Pulse's bifurcation, ∅ → (0 ↔ 1), a closed toroidal boundary on which all information and energy live, with a null interior; BPT Part 8.8 (The Zinf-Limit Toroidal Universe) makes that skin a grid of Zinf pixels, one pixel one Zinf. BPT Chapter 3 tells the story that plays out on the skin. A Pulsecore fills with data until data and null fill its skin's record; its null leaves as empty space, the torus of the Null Nova (Part 3.6, Toroidal Genesis). The data then pours out onto that space and lays its lattice, the Data Nova (Dimensional Genesis). The scaffold with all its data draws in to the pin head, the Pulsecore's own size, and erupts as the physical universe everywhere at once, filled with first light and first gravitational waves (Part 3.11). Wells collapse, feed, whirl their disks and merge, sending ripples through the space layer (Parts 3.12 and 3.13); stars gather round them into galaxies, and the heaviest wells rise to Ascendant (Part 3.14). Harmonic Novas add layers of coherence (Part 3.6, Data Harmonics). At the final well the data goes home through the wells, the decay takes everything the universe made, and the space remains (Part 3.10). BPT Chapter 4 adds the lattice of the harmonics (Parts 4.6 and 4.7) and the note a universe sounds (Part 4.9).

The game makes that story happen on screen. The player paints a small sphere, the Pulsecore, and sets its spin with a cue. Pressed Start, the sphere fills and brightens; a dark veil of space stands up round it; the data bursts out over a torus and lays a lattice of light; the torus shrinks to a point and bursts back as a white-hot universe that cools to dark while stars, wells and galaxies gather on it; thin rings of later harmonics appear outside; and at the end the wells take the data home, the universe fades, the veil of space is left, and the player taps a well to dive into its child. Each Part of this chapter takes one drawn element and says which BPT idea it makes visible, how the code computes it, what the player sees and can change, and what one drawn thing stands for.

Almost everything here lives in scene3d.js, the three-dimensional scene, and in the drawing half of app.js: the 2D field, the readouts, the banners, the toasts and the sound. The page itself, its controls and readout lines, is game/v8.3/index.php. The physics of each thing drawn is stated in its own chapter; this chapter states how the drawing turns it into light, motion and sound, and which numbers in the drawing are look only. How the galaxies and the streams along the filaments are laid out point by point (setGalaxies, setStreams, placeStreams, placeGalaxies, scene3d.js:483–644) is Chapter 6; this chapter takes their points as given. Where a drawing departs from the theory, from the physics or from its own comments, the Part says so in a subsection of its own.