PulseCore

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.

  1. 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).
  2. 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).
  3. 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).
  4. 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).
  5. 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.