Chapter 9 · Section 6
Bringing the Game to the Theory
The work that brings the game closer to the theory goes in this order: the differences that change what a universe does first, then the fixed numbers that shape what is seen. Each step lands in this book before it lands in the code; its rows leave the registers of Parts 9.8 and 9.9, and its item leaves Part 9.5, when the code no longer holds it.
- The law and the measuring. One function for the Saturation Law in log form (Part 9.2), and the measured V for each heavy system (Part 9.3).
- The universe. The model level and the grid (Chapter 1); the body budget and the gravity mesh (Chapter 4); the ring list, with its dropping of the oldest well fixed first (Chapter 3); feedback and star lots (Chapter 5).
- The drawing. Proto Wells by the screen's V; galaxy points by their share of the light; the cluster glows; the point budget that only falls; crystals and strings (Chapters 3, 6 and 8).
- Levels past 202. The level is typed as well as slid, and the large counts are carried as their logarithms so nothing overflows near level 510 (Chapter 1, Part 1.15).
- Records and panels (Part 9.9).
The rulings of Part 9.5 go to Josh as they come up; none of them blocks the rest.
What version 8.4 did (30 October 2026)
Version 8.4, at /game/v8.4/, carries the first round of this work. The registers below record the game as 8.3 held it; this list says where each now stands.
Fixed:
- The ring list keeps every well; it dropped the oldest past max(4,000, cells/4).
- Dilation runs over the life the run plays, 1 at the big bang to 2f at rupture; it never moved above the model level.
- The Motion view divides by the speed of light in cells; it divided by a value nothing set.
- Every pair of wells that meets merges in its flip, not one pair a flip.
- Stars formed counts the stars made, and a dying lot's stellar wells count all n of them in the census.
- The Pulsecore gas strikes the skin π/chord times a flip; the 8-bounce limit cut 3.9 % of paths.
Replaced by the Saturation Law with a measured V (capacity.js):
- The model level and the grid. The model level is the level whose field and its matter, about one body a cell (BPT Part 3.11; Hockney & Eastwood 1988), fit the device's flip; the 6 and 4 by device kind and the 1,024 side are gone.
- The bodies. Bodies = S(real quanta, the room the field leaves), where the 8,000 and 16,000 were.
- The gravity mesh. It holds about one body a cell, where 64, 128 or 256 a side were set by device kind.
- The drawn Proto Wells. S(law, the screen's room at 36 pixels a well).
- The stars the matter forms. They were at most 40,000.
- The points drawn. Measured both ways; the ×0.8 cut is gone.
- The galaxies' and streams' points. Each draws its share of the living stars and of the infalling matter, where 60 % and 120 an arm were, and 8 % and 42 a galaxy.
- The visual counts. Flashes, accretion disks, ripples, crystals, strings, the eruption, the Big Bang's points, the fountain, the residue, and the harmonic rings, which now stand at (1 − 1/n) of the tube.
- The Pulsecore gas. S(data within, the skin's own cells); its founders are the painted cells, where 16 were.
Replaced by a law:
- Every clump that can turn its data once in the life swirls and glows. That is M ≥ (2π/T)²/G; before, the 24 heaviest.
- Each swirl reaches to where its neighbor's pull takes over, d·√M/(√M + √M′), where 24 cells were.
- Galaxy membership is searched over twice the wells' mean spacing, where a sixteenth of the field was.
- A galaxy is drawn out to its own share of the space between it and its neighbors, where 0.45 was.
- A galaxy's pattern turns at most π/m a frame (Nyquist), where 0.15 rad was.
- Arms have no top, where 2 to 8 were; pitch is the formula's, where 5° to 45° were.
- Supernovae in one cell are one push of their summed momentum, where 96 or 24 a step were.
- Masses drawn a step are at most the IMF's lot bins, where 48 were.
- Saves fill the server's own sizes, a summary of 200,000 bytes and a well_frames column of 65,535 bytes; browser lists fill the browser's storage. Panel lists show everything.
Levels past 202:
- The level is typed in a box with no top; the slider covers 0 to 202.
- Every power of the level is also carried as its logarithm, so readouts show real values; checked to 10⁻⁶ against the computed values, and in short runs at levels 600, 1,500 and 5,000.
Reclassified, not changed:
- The language reader's window, run length and sample sizes. The speaking margin, 0.05, was calibrated on that window, so these are METHOD with their calibration.
- The pattern detector's windows. METHOD.
- The render resolution of at most 2 device pixels a CSS pixel. DISPLAY: past it the fill cost grows by the square while the eye at a phone's distance gains little.
- The cloud size's and the heat's reference level 6. These are calibration units, not caps.
Open, for a ruling:
- The frame-drag profile. The inner ring is held to 1.5 times the outer, and the 1/ρ³ to 64; the physical bound would be the frame-dragging rate at a horizon.
- The scaffold's 24 lines and 12 rings. They decide where the first data and matter land.
- The device targets of 33 ms a frame and 1 s a flip (2 s on a phone).
Measured on this server (node, 30 October 2026):
- A field cell costs about 0.0008 ms a flip.
- A body costs about 0.026 to 0.044 ms a flip.
- The rest of a physical flip takes about 40 ms.
- At level 28 the first universe ran at model level 5 with about 9,000 bodies, and the web's clumping reached 0.67 by three quarters of the life.
- In a browser on the same server, the device chose level 6.