PulseCore

Front matter

Concordance: Binary Pulse Theory in the Game

Every Part of Binary Pulse Theory, and where the game computes it, shows it, or leaves it out.

Concordance

Binary Pulse Theory in the Game

This page lists all 91 Parts of Binary Pulse Theory, chapter by chapter, and says what the PulseCore game (version 8.3) does with each one. A reader of the theory can use it to find where a law runs in the game. A player can use it to find the law behind something they just watched. Each row gives the Part, one line on what it says, its status in the game, the Parts of this book that treat it, and the functions that compute it. The status is one of four words:

  • Computed: the game calculates the Part's main law, and the result is used in the run. It may move matter, form a well, time a nova, or set a color, a sound or a readout. A long Part can hold side laws the game leaves out; a note says so when that matters.
  • Shown: the game draws or names the idea, but does not calculate it from the law.
  • Partly: the game calculates some of the Part and not the rest. The row says which.
  • Not in the game: nothing in the code computes or names it. A word in brackets says why: philosophy (the Part is about meaning, not a quantity), beyond the model (the game has no place for it, such as qubits or quantum measurement), not built yet (it could be computed but is not), or the Part whose law the game uses in its place.

"Where in this book" names Parts of this book. "Where in the code" names functions as function() file.js:line. When the code cites a Part by number, its comment is the source of the attribution. When a Part was found neither in the code nor in this book after searching both, it is marked Not in the game. The numbered notes follow each table.

Chapter 1: Foundational Concepts of Pulse Reality

BPT Part What it says (one line) In the game Where in this book Where in the code
1.1 The Binary Foundation of Our Reality Nothing fails by bifurcating, ∅ → (0 ⥂ 1), into a pulse held in perpetual reversal (the Law of Binary Emergence); the Pre-Pulse Field; the Recursive Growth Law ℜ(n) = 2ⁿ; time crystals and strings among what each pulse makes Computed¹ 2.2, 7.2, 7.3, 7.9 stepField() and exposureAt() engine.js:53, :30; null cell = Pre-Pulse Field engine.js:4, pulserGrid app.js:3452
1.2 The Computational-Physical Bridge Data runs at the Rhythm (each 0 → 1), the physical at the Tempo (each full 0 → 1 → 0) Computed² 2.3, 4.1 universePulses() app.js:4224; matter.js:5
1.3 From Nothing to Pulse Diameter The Pulse Diameter is the length one Rhythm covers; the Rhythm is half a Tempo Computed 1.4, 2.3 pulseDiameter() universe.js:221; pulseRhythm() universe.js:211; one ring a cell a pulse, rings.js:5
1.4 The Foundation of Computational Sequences Four equations take Nothing to the UniSphere: the Complete Computational Sequence, the Genesis Prime Pulse rate, the Temporal Echo Not in the game (philosophy)
1.5 The Foundational Equation and Structural Growth ℜ(n) = 2ⁿ: data capacity doubles with every completed pulse Partly³ 1.7 growth() universe.js:242 (not called); rupturePulses() universe.js:245; bitsPerPulse() universe.js:77
1.6 The Zinf ℨ Unit and Measurable Genesis The Zinf unit; the Rupture Rule n↯ = 2^L; the Universal Scaling Factor s = (2f)^L; Bits per Pulse 2^(L+1); the Zinf base units; the Constants of a Child Universe Computed 1.1, 1.2, 1.3, 1.4, 1.6, 1.7, 1.11, 2.3, 2.11, 2.13, 4.3 scalingFactor() universe.js:59; zinfTime() :64; bitsPerPulse() :77; zinfUnits() :81; childConstants() :163; rupturePulses() :245
1.7 The Zinfinity ℨ∞ Constant ℨ∞ = 1/ℨ, the whole count of Zinf completions; the book's dimensional-analysis system Partly: ℨ∞ is computed and read out; the dimensional-analysis system is not in the game 1.3 zinfFrequency() universe.js:69; readout app.js:2100
1.8 The Zinf ℨ Quantum: Reality's Pixel The Zinf is reality's pixel, two states, 0 and 1; the data bit, Data Energy, Data Power and Information Capacity Partly: one cell is one Zinf pixel at level 0, and the least mass of a well or body is one quantum; the Data Energy, Power and Capacity laws are not computed 1.8, 3.2, 3.3, 3.4, 3.8, 3.12, 3.13 readout 1 cell = … 𝒞→ℨ app.js:2137; least mass in densestPeaks() app.js:1562
1.9 The UniSpheral Grid The Local Pixel Count 16·2^(2N) on a square view 4·2^N a side; the Holographic Pixel Bound; the Local Frame Rate; our level 202 Computed 1.4, 1.8, 2.1, 2.10, 7.4, 9.1 pixelCount(), viewSide() universe.js:231–232; frameRate() universe.js:226; field size app.js:2051
1.10 Pulse Phase Temporal Genesis A pulse is two asymmetric phases, Ascend (0 → 1) and Collapse (1 → 0); phase coupling; rotation ω_φ ≤ ℨ_ω Partly: the two phases (two flips a Tempo) set the clock; the phase laws and the rotation ceiling are not computed 4.2, 4.3, 4.4, 4.10, 5.7, 5.12 universePulses() app.js:4224
1.11 Pulse Diameter, Data Gravity and the Speed of Light 𝒞→ = one Pulse Diameter per Rhythm; Information-Driven Perpetuation; pulse closure and collapse criteria; the Data Gravity field equations Partly⁴: light speed and perpetuation are computed; the closure criteria and the Data Gravity equations are not 2.2, 4.2, 4.7 lightCells() app.js:619; rule 1 of stepField() engine.js:53
1.12 Mathematical Genesis and Recursive Law The Principle of Existential Necessity; the Prime Pulse Bifurcation as the operation that makes mathematics Not in the game (philosophy)
1.13 The First Recursive Loop The Data Loop ☫ → ① → ∅ → ℨ → ☫: every bit returns through a singularity; recursive coupling, loop bridling, memory Partly: the Data Loop is computed (each bit returns home through its nearest well); coupling, bridling and memory are not attachBasins() app.js:2502; basinOf() app.js:2520
1.14 Recursive Amplification and Dimensional Genesis Recursive stacking; the Dimensional Growth Formula ◉(n) = log₂ ℜ(n) = n Not in the game (the game reads its dimensions from Part 4.8)
1.15 Pulse Feedback Dynamics and Emergent Order Feedback loops as phase-synchronized sequences that make stable structure Not in the game (beyond the model)
  1. The bifurcation, the perpetual 0 ⥂ 1 reversal and the null cell are the cell rule. Nothing (∅ⁿ) and the Logical Bomb are not computed. The time crystal and string cards name Part 1.1's structures. The Recursive Growth Law is stated again in Part 1.5 (see note 3).
  2. The code states the split as "Data runs at the Pulse Rhythm and the physical at the Pulse Tempo" and cites it to Data Harmonics (Chapter 3), not to Part 1.2.
  3. growth() writes ℜ(n) = 2ⁿ, but nothing calls it. The doubling reaches the run through the Rupture Rule and Bits per Pulse of Part 1.6.
  4. engine.js:8 cites Information-Driven Perpetuation to "ch 3"; BPT states it in Part 1.11. The game's gravity is Newton's, with the constant of Part 3.11.

Chapter 2: Wells, Density, and Mass

BPT Part What it says (one line) In the game Where in this book Where in the code
2.1 The Zero Substrate and Absolute Foundation Beneath the Pre-Pulse Field lies the Zero Substrate, a Quintuple Nullity Not in the game (philosophy)
2.2 The Pulse and Null Wells The complete pulse cycle; a Null Well forms at the critical recursive density; four phases of reactivation into a new universe Partly¹: the Null Well Formation Condition is computed; the reactivation phases and altered constants are not 3.2 densestPeaks() app.js:1562
2.3 Null Wells (Black Holes) and the Birth of New Universes A Null Well forms where recursive density reaches the critical density; the Null Well Progeny Count Law N(L) = 2^(L/3) Computed² 1.9, 3.2, 3.8, 9.1 progenyCount() universe.js:256; densestPeaks() app.js:1562
2.4 Event Horizons and Null Wells The event horizon is a computational threshold at r_s = 2GM/c²; the pulse decays toward it; processing stops and later reactivates Partly: the horizon radius decides what falls in; the pulse decay and reactivation are not computed 4.8, 4.12, 8.5 horizon() matter.js:318
2.5 Density and the Relative Pulse (Planck) Constant A universe's constants are set by the collapse density of the Null Well that seeded it Partly³: a child's Tempo and the constants it sets are computed; constants that vary with density inside a universe are not 1.4 (as Part 6.5) describeUniverse() universe.js:296; childConstants() universe.js:163
2.6 Null Mass and Recursive Genesis Null Mass measures a well's power to seed a universe; universes classed by Null Mass; stability criteria Partly: the null-mass ratio is a genesis setting (Critical or Super-Critical) that slows the child's Tempo; the Null Mass integral and the stability criteria are not computed 1.14 GENESIS_CLASSES universe.js:174; describeUniverse() universe.js:296
2.7 The Null Well: Collapse as Creation The collapse trajectory and time scale; a modified Bekenstein bound; holographic mapping of a well's surface Shown: wells are drawn as null wells; the collapse laws are not computed 8.5 wellKit() scene3d.js:945
2.8 Pulse Diameter Variability and Merger-Origin Dynamics The heritage f; merger-origin compression; the Level and Lineage Clock ①⥂⧗⌂ = ℨ·2^L·H; Generation Heritage Computed 1.1, 1.2, 1.3, 1.4, 1.11, 1.13, 2.10, 2.12, 3.10, 3.16 heritage() universe.js:143; describeUniverse() universe.js:282; childHeritage() app.js:1036
2.9 Gas, Stars, and the Stellar Road to the Null Well The gas of the Physical Nova; Data–Matter Equivalence; the Stellar Mass Unit M⋆ = m_P³/m_H²; lifetimes, the IMF, the ends of stars; the giant phase Computed 3.11, 4.5, 4.13, 5.3, 5.4, 5.5, 5.6, 5.7, 5.9, 5.13, 5.14, 6.10, 8.7 typeOf(), lifetime(), fate(), sampleIMF(), stepStars() stars.js:40, :43, :48, :78, :140
2.10 The Strong Force and the Mass of Matter The strong scale is E_P·2^(−L/3), so m_P/m_p follows from the level; stars per level; the Star Existence Condition Computed 1.13, 3.14, 5.2, 5.3, 5.5, 8.7, 8.13 matterLaw() app.js:4261; STAR_LINE app.js:4260
2.11 Nuclei and the Making of the Elements Neutron freeze-out, primordial helium, nuclear binding energy Not in the game (not built yet)
2.12 Charge, Electrons, and Chemistry The fine-structure constant, the Bohr radius, the Rydberg energy and the window for chemistry Partly: the value of α enters the Star Existence Condition as √137.036; atoms and chemistry are not modeled 5.2 STAR_LINE app.js:4260
  1. The code and this book cite the formation condition to Parts 2.3 and 6.3, which state it again. The game reads "critical density" as the densest the data is.
  2. The Progeny Count Law is a yardstick: the game never places 2^(L/3) wells, and compares the law with its census at the final well (Part 1.9 of this book).
  3. The law runs in its formal form, Part 6.5: the child's Tempo is multiplied by (M_null/M_P)^½. inheritedPlanckTime() universe.js:153 states it but is not called; describeUniverse() computes the same product inline.

Chapter 3: Data, Calculation, Emergence, and Folding

BPT Part What it says (one line) In the game Where in this book Where in the code
3.1 From Binary Transition to Physical Energy Each binary transition carries energy, E = ℏ·ω₁·n with ω₁ = 2π/①⥂⧗⌂; the UniSpheral Data Spectrum Computed (the readout and the Pulsecore's glow) 1.6, 8.12, 8.13 transitionEnergy() universe.js:235; readout app.js:2083; heat of the filling Pulsecore app.js:375
3.2 Pulse Radius, the First Fold, and Recursive Constraints The First Fold F(n) = (n + 1)² mod n contains quadratic growth; the Pulse Radius; folding stability Partly: the cell rule's fold cites the First Fold; F(n), the Pulse Radius and the stability laws are not computed 2.2, 2.8, 7.4 rule 3 of stepField() engine.js:53; foldRegions() engine.js:92
3.3 The Integral of Recursion: Solving for the Data Nova The Data Nova as an energy integral that crosses an explosion criterion Not in the game (the Data Nova is timed by Part 3.6)
3.4 Cosmic Pulse Frame Rate, and the Threshold of Creation The frame rate as temporal controller; release condition; the Creation Probability Law; tension growth Not in the game (the novas are timed by Part 3.6)
3.5 Calculating the Scale of a Data Nova The Data Nova Scale Law: micro, standard, macro and hyper novas; the Pulse Front and the horn torus whose hole is closed Computed¹ 1.16, 2.6, 2.7, 2.9, 2.10 novaClass() universe.js:408; insideOutTurn() app.js:548; hornShape() flow.js:62
3.6 Data Novas and Dimensional Evolution The Bifold Containment Law χ∂ = 16·4^L; f(n) = (n + 1)²; the Null Nova; the Outward Expansion Set; the Pulsecore as a bubble of data; Data Harmonics and the Layer Count Law h_max = 3·2^L Computed 1.7, 1.8, 1.16, 2.1, 2.3, 2.4, 2.5, 2.6, 2.7, 2.13, 3.4, 3.5, 4.5, 7.3, 7.4, 7.5, 8.2, 8.3, 8.4, 8.6, 8.7, 8.13, 8.14 novaCapacity() app.js:4294; skinCapacity(), dataWithin(), nullNovaTempo(), novaTempo() pinpoint.js:36–42; layerCeiling() universe.js:249; novaLayer() universe.js:401; harmonicTempo() app.js:4284; eruptOntoScaffold() app.js:1104
3.7 The Pulse Convergence and the True Big Bang Data density accelerates toward a threshold; the Convergence Clock Not in the game (the big bang is timed by Part 3.6's Harmonic 3)
3.8 The Ignition Loop Self-sustaining feedback loops ignite the bang; post-convergence expansion; data redistribution Not in the game² (the game uses Parts 3.6 and 3.11)
3.9 Fractal Progeny Every Null Well seeds a child universe; children inherit their parent's pulse; the Dimensional Failure Law P⦰ = 2^(−D); the Reproductive Outcome Distribution; the Data Funnel Return Law Computed 1.9, 1.12, 1.15, 2.8, 3.4, 3.6, 3.8, 3.15, 4.13, 7.5, 7.6, 7.14, 8.10, 8.13 outcomeOf() universe.js:192; childOutcome() app.js:2488; failProtoWells() app.js:1357; rupture() app.js:2532; WellDynamics gravity.js:32
3.10 Silent Wells and the Return to the Source Universal Dissipation; Return to Bifurcation; the First Fork (no spin below level 3); Dilation Toward the Final Well; Silent Wells as registers Computed³ 1.5, 1.12, 1.13, 2.9, 2.11, 3.3, 3.11, 3.13, 4.4, 8.1, 8.3, 8.4, 8.10, 8.13 stepDissipation() app.js:2591; stepDecay() app.js:2654; dilation() engine.js:113; FIRST_FORK_LEVEL universe.js:54
3.11 The Expansion of the Physical Universe Matter-era expansion from the pin head; Hubble drag; Zel'dovich displacement; the gravity of a universe G = 1/(6π·ρ̄·T²); first light and first waves Computed 4.3, 4.4, 4.5, 4.6, 4.7, 4.8, 8.4 expansionA() app.js:710; universeG() app.js:604; zeldovichStart() zeldovich.js:56; setPinhead() scene3d.js:345
3.12 Ripples, Spin, and the Whirling Disks The ripple spectrum; tidal spin; gas that cools keeps its spin; virial heat and baryon retention; metals and winds Computed 4.6, 4.11, 4.12, 4.14, 5.5, 5.10, 5.11, 6.4, 6.5, 6.6, 6.10, 8.5 coolTime(), virialT(), retention(), galaxyHeat() heat.js:50, :58, :60, :66; cool() matter.js:128; newMetals() stars.js:125
3.13 The Dark Sector Data Matter is the data that never became physical, ρ◍/ρ_b = (1 − 2^(−D))·144/25; the Null Vacuum and its pressure; the Level Λ Law; gravitational-wave power Computed 3.6, 3.10, 3.13, 4.4, 4.5, 4.10, 8.4, 8.5 darkRatio() app.js:1331; darkField() app.js:1342; vacuumShare() app.js:725; gwFraction() matter.js:70
3.14 Galaxies: the Wells and the Stars Around Them Proto Wells and sites; direct collapse; galaxy types, disks, arms and pitch; quasars and feedback; Ascendant Wells; Level and Generation Computed 1.1, 1.9, 1.11, 1.12, 1.13, 3.2, 3.3, 3.5, 3.7, 3.8, 3.10, 3.11, 3.12, 3.14, 4.8, 4.14, 5.7, 5.12, 5.13, 6.1–6.9, 8.5, 8.6, 8.7 galaxyIndex() app.js:2919; galaxyOf() app.js:2963; diskTurnRate() app.js:2738; testDirectCollapse() app.js:1465; measureFeeding() app.js:793; takeCensus() app.js:957; levelOf() app.js:1999
3.15 The Physical as Executed Code The data layer is memory and the physical is what runs; the Executed Share x_run = 1/(1 + N◍/N_b) Partly: the routines each universe ran and skipped are listed; the Executed Share is not computed 7.10, 7.13 universeRoutines() app.js:2232
3.16 The Inherited Compiler A child is built from its parent's written data, as a compiler is built by the one before it Computed 1.13, 7.13 newGenesisSeed() app.js:455; playChild() app.js:3324
  1. app.js:550 cites the Pulse Front ("its hole closed") to Part 3.6; BPT states it in Part 3.5.
  2. universe.js:180 cites the Reproductive Outcome Distribution to "ch 3 Part 3.8"; BPT states it in Part 3.9.
  3. The Silent Wells, their registers and their temporal signatures are not in the game.

Chapter 4: Dimensionality, Curves, and Interaction

BPT Part What it says (one line) In the game Where in this book Where in the code
4.1 How Dimensions Grow Through Pulse Accumulation Dimensions grow with pulses; the torus's two radii and their Harmonic Ratio H = R/r Partly: H = R/r sets the flow's twist; the dimensional growth laws are not computed 2.9, 2.10 harmonicRatio() flow.js:68
4.2 Dimensional Interaction Layers Space Layers Dynamics: poloidal modes round the tube, toroidal modes round the ring; layer coupling Partly: the flow's two loops round the tube and the ring are computed; the interaction and entanglement functions are not 2.10 Flow flow.js:87; dragProfile() flow.js:79
4.3 The Architecture of Dimensional Layers Hierarchy of 0D to 3D layers; dimensional memory; collapse stress balance Not in the game (beyond the model)
4.4 The Great Bifurcation: Nova Within vs. Nova Without A nova restructures within a dimension or ruptures into a new one, by a critical density Not in the game (not built yet)
4.5 True Expansion: Nova Containment and Dimensional Folds Localized ruptures make dimensional folds, "the computational analogue of cosmic strings or domain walls" Not in the game¹ 3.8, 7.5, 7.9
4.6 The Alpha String Harmonic Ladder The Pulse Diameter is the universe's first plucked string, with a ladder of harmonics Not in the game¹ 8.11
4.7 The Harmonic Fold and Universal Lattice Unity convergence of the First Fold builds a universal harmonic lattice Not in the game¹ 8.11
4.8 Prime Harmonics and the Dimensions The dimensions are the primes of the harmonic series; four at our depth Computed 3.6, 4.10 actualDimensions() app.js:1329
4.9 The Note of a Universe A universe sounds f₁ = 1/①⥂⧗⌂, a square wave; the Prime Pulse note carried down the lineage Computed 8.13, 8.14 universeNote() app.js:3884; primeNote() app.js:3891; soundLaunch() app.js:3980; soundNova() app.js:3992
4.10 The Language of a Universe The data layer is a text: words, the Rank–Frequency Law, the Monkey Exponent, predictability, the Speaking Condition, cognates Computed 7.10, 7.11, 7.12, 7.13 LanguageReader language.js:94; zipfSlope() language.js:72; entropyRates() language.js:82; control() language.js:160; computeLanguage() app.js:2256
  1. This book relates the game's folds, domain walls and strings to Part 4.5, and its strings and harmonic nodes to Parts 4.6 and 4.7. The code does not cite these Parts; the folds it computes cite Part 3.2.

Chapter 5: From Complexity to Emergence

BPT Part What it says (one line) In the game Where in this book Where in the code
5.1 Computational Foundations of Reality Reality as a discrete binary medium; the Spatial Coupling Mechanism Ψ_ij = Σ w_k·U_k Not in the game¹ (retired) 2.12 spinWeights() spin.js:28 (switched off)
5.2 Quantum Phenomena as Computational Emergence Indeterminacy, measurement and entanglement from phase ambiguity Not in the game (beyond the model)
5.3 Entropy as Phase Evolution Dynamics Entropy as phase drift among pulses Not in the game (beyond the model)
5.4 Entropy as Cosmic Renewal Engine Entropy as the reset that renews a universe Not in the game (philosophy)
5.5 Primordial Computational Foundation Frame 0: the Zero Substrate in temporal stasis before the first pulse Not in the game (philosophy)
  1. The spin-weighted coupling that carried Part 5.1's weights into the cell rule was retired on 2026-10-24: genesisFromPanel() app.js:2021 sets aniso: 0, so the weights are never applied.

Chapter 6: Null Well Formalism: Modified Constants and Merger Origins

BPT Part What it says (one line) In the game Where in this book Where in the code
6.1 Quintuple Nullity and the Null-Preserving Operation The formal Zero Substrate Not in the game (philosophy)
6.2 The Planck Pulse and Null Wells Formal Planck pulse cycle; Null Well Formation Condition and critical recursive density; reactivation Partly: as Part 2.2, the formation condition is computed and the reactivation is not 3.2 densestPeaks() app.js:1562
6.3 Null Wells and the Birth of New Universes The formal Formation Condition: a region past the critical density becomes a Null Well; genesis threshold; parameter scaling Computed 3.2, 4.12 hoop test in Matter.step() matter.js:379 (header matter.js:30–33); densestPeaks() app.js:1562
6.4 The Computational Event Horizon Formal horizon condition: pulse amplitude decays to zero at the Schwarzschild radius Not in the game (the game uses Part 2.4's horizon radius)
6.5 Density and the Relative Planck Constant Formal density-dependent constants; a child's Tempo ①⥂⧗′⌂ = ①⥂⧗⌂·(M_null/M_P)^½ Partly: the child's Tempo and the constants it sets are computed; the density-varying constants are not 1.4 describeUniverse() universe.js:296; inheritedPlanckTime() universe.js:153 (not called)
6.6 The Null Mass Integral and Recursive Capacity Null Mass as an integral; the Pulse Diameter a child inherits; universe classes Partly: the null-mass ratio slows the child's Tempo; the integral is not computed 1.14 describeUniverse() universe.js:296
6.7 Collapse Formalism: Null Density and the Genesis Transition Formal collapse, entropy during collapse, the genesis transition, cycle duration Not in the game (not built yet)
6.8 The Merger Compression Factor and PD Variability Collision channels; the Origin Compression Factor; the Compression Constant f^n = f₀^n·∏Cᵢ Computed 1.5, 2.12, 3.10 CHANNELS universe.js:199; baselineHeritage() universe.js:148; massCurvatureTerm() universe.js:130
6.9 Spin Inheritance and the Progenitor Axis The Inherited Spin Parameter a_f; spin injection 1 − κ·a_f²; the Kerr floor C ≈ 0.932; the genesis axis Computed 1.2, 1.5, 1.11, 1.12, 2.12, 3.9 inheritedSpin() universe.js:106; spinAlignmentFactor() :121; compressionFactor() :133; compressionFloor() :138; merged spin matter.js:462
6.10 Stellar Formalism Formal Data–Matter Equivalence, Jeans length, free fall, the Gas Depletion Law, M☉ ≈ 0.54·M⋆, mass–luminosity, white dwarfs, the Stellar Null Well; "The Game's Reading, Formally" Computed 4.3, 4.11, 4.15, 5.3, 5.5, 5.6, 5.7, 5.8, 5.9, 5.12, 5.13 luminosity() stars.js:45; stepStars() stars.js:140; the game's Sun stars.js:131

Chapter 7: Harmonics, Interference, and Complexity

BPT Part What it says (one line) In the game Where in this book Where in the code
7.1 Harmonic Complexity and the Recursive Spectrum A recursive spectrum H_n = ν₀·(n + 1)² in place of linear overtones Not in the game (not built yet)
7.2 The Harmonic Origin Pulse P(n) = (n + 1)², the sequence 1, 4, 9, 16, … and its spectral compression Partly: the (n + 1)² sequence is computed, as Part 3.6's Recursive Capacity Growth; its spectral laws are not 2.4 (as Part 3.6) dataWithin() pinpoint.js:38
7.3 Quantum Mirrors of the Prime Pulse Interference patterns as echoes of the substrate Shown: where the wells' rings meet in step the game marks a harmonic node; the interference laws are not computed 3.16, 7.8 RingField rings.js:18
7.4 Temporal Drag and the Recursive Pulse Clock Computational load slows the pulse clock: temporal drag Not in the game (not built yet)
7.5 The Resonant Field of Becoming Coupled pulses form phase-locked domains Not in the game¹ 7.2
7.6 Thresholds of Recursion The field crystallizes into persistent form past critical thresholds Not in the game¹ 7.3
  1. This book uses Parts 7.5 and 7.6 to describe what the state watch looks for. BPT gives no test, and the game's tests are game methods.

Chapter 8: The Quantum Threshold and Pulse Geometry

BPT Part What it says (one line) In the game Where in this book Where in the code
8.1 Redefining the Singularity as Recursive Signal Alignment The singularity as signal alignment; the Universe Packet U_L = (L, Γ, Π, R) Partly: the Universe Packet is computed and saved; signal alignment is not in the game 1.14, 7.14 buildPacket() packet.js:124; exportPacket() app.js:3180
8.2 The Qubit Threshold and Pulse Geometry Qubit requirements for recursive intelligence Not in the game (beyond the model)
8.3 Qubit Thresholds and the Timeline to Singularity About 100,000 qubits by 2039.9 ± 3.0 Not in the game (beyond the model)
8.4 What Counts as a Qubit A validation standard for qubits; N ≥ s²/2 Not in the game (beyond the model)
8.5 Planck-Limit Resolution and the Initial Pulse Constraint Planck-scale limits on information processing Not in the game (beyond the model)
8.6 Pattern Recurrence in the Bit Curve Moore's Law read as recursive scaling Not in the game (beyond the model)
8.7 Toroidal Pulse Manifold and Zinf-Limit Universe The universe's boundary is a torus with information on the surface and a null interior Partly: the field is the skin of a torus (its neighborhood wraps) and a solid block keeps only its boundary; the radius evolution and modal laws are not computed 2.2, 2.8, 2.9, 8.1 engine.js:13–19; Scene3D scene3d.js:21
8.8 The Zinf-Limit Toroidal Universe One pixel is one Zinf; the smallest closed torus and its bounds Partly: one cell is one Zinf pixel, read out as Zinf lengths a cell; the minimal-torus laws are not computed 8.1, 8.12, 8.13 readout app.js:2137; scene3d.js:4

Chapter 9: The Arc of Emergence and Future Potential

BPT Part What it says (one line) In the game Where in this book Where in the code
9.1 Dark Matter: Computational Resolution Failures Dark matter as unresolved computational nodes Not in the game (the game's dark matter is Part 3.13's Data Matter)
9.2 Temporal Resolution: Density-Dependent Time Time's resolution varies with computational density Not in the game (not built yet)
9.3 Cosmic DNA Constants evolve across generations by an inheritance transformation Ψ′ = T[Ψ, ρ, S, K, J] Not in the game (the game's inheritance is written as Parts 2.8, 3.14 and 6.9)
9.4 Why Something Rather Than Nothing Existence is computationally inevitable Not in the game (philosophy)
9.5 Beyond Light Speed: Phase Modulation Navigation Navigation through the substrate's phase Not in the game (beyond the model)
9.6 The Genesis Mechanism: Symmetry Breaking as Recursive Overflow Overflow breaks symmetry; isotropy "arrived broken", ⟨n̂⟩ = n̂_f Not in the game¹ (retired) 2.12 spin.js:1–17
9.7 The Deepest Foundation: Pre-Pulse Field Information Architecture Information before time; spin-network precursors Not in the game (philosophy)
9.8 π as the Geometric Heart of Binary Computation π emerges from the first binary distinction Not in the game (philosophy)
9.9 The Ignition Moment The Physical Nova as self-organized criticality Not in the game (the Physical Nova is timed by Part 3.6)
  1. The spin-axis bias that read Part 9.6 into the cell rule was retired with the coupling of Part 5.1 (aniso: 0, app.js:2021).

What the game adds

These are methods the game needs that BPT does not state. Each is written in this book as a game method, and none is a law of the theory.

  • The scale model. A model level Lm with its physics read from the true level (1.10, 2.1, 9.1); the scale model of matter (4.15).
  • The Saturation Law and the device measure. How much of the model to draw (9.2), and how a device's capacity is measured (9.3).
  • Credits and the population count. Each well at the final well is worth s credits, and the "Universes at 202" count, populationLog10() (1.3, 1.9).
  • Rarity of crystals and strings (1.16).
  • The cell-level rule. The exposure test for bifurcation and enclosure in one's own phase as the fold (2.2).
  • The equal-area map of the flat field onto the torus (2.9).
  • The flow's rate and shear profile (2.10).
  • The retired couplings κ_aniso and the flat-map drag κ (2.12).
  • The step-back history and the nova record (2.13).
  • How many wells are drawn, protoDrawn() and wellMult (3.3).
  • How the Data Nova's overflow is shared among the first wells (3.4).
  • The well life record, registerWells() and wellLives (3.5).
  • Fold wells: a large fold as a micro null well (2.8, 3.8).
  • How the pull is computed: the gravity grid and the P³M switch (3.12); the mesh (4.7); the particle–particle split (4.8).
  • The dive: how the player chooses a well (3.15).
  • The adaptive ring search (3.16).
  • Dynamical friction: established physics the game adds so wells sink to the hearts of their clumps (4.9).
  • The matter step's timing and its own thread (4.16).
  • Drawing stars in lots (5.8) and the star tallies and well-life samples (5.14).
  • The galaxy's reach (one sixteenth of the field) and the softened pull G·M/(d² + 1) (6.2).
  • The enlargement of a drawn disk toward its nearest neighbor (6.5).
  • The reading cadence, the per-frame clamp and the reduced turning of ellipticals and irregulars (6.6).
  • The galaxy point budget, its shares and floors (6.8).
  • Cluster glows, swirls and the patch test on the web (6.10).
  • The state watch and its tests: the period test (7.2), the beat tests (7.3), the lattice test (7.4), the wall and quasicrystal tests (7.5), the soliton, revival and unclassified tests (7.6).
  • Species, naming, the discovery card and rarity (7.7); the depth-to-rarity mapping of harmonic nodes (7.8); the string's definition (7.9).
  • The collection, the notices and the saved records (7.14).
  • The point budget (8.8), the time between steps and the camera (8.9), and the colors of the 2D field (8.12).

The count

Of the 91 Parts of Binary Pulse Theory:

In the game Parts Count
Computed 1.1, 1.2, 1.3, 1.6, 1.9, 2.3, 2.8, 2.9, 2.10, 3.1, 3.5, 3.6, 3.9, 3.10, 3.11, 3.12, 3.13, 3.14, 3.16, 4.8, 4.9, 4.10, 6.3, 6.8, 6.9, 6.10 26
Shown 2.7, 7.3 2
Partly 1.5, 1.7, 1.8, 1.10, 1.11, 1.13, 2.2, 2.4, 2.5, 2.6, 2.12, 3.2, 3.15, 4.1, 4.2, 6.2, 6.5, 6.6, 7.2, 8.1, 8.7, 8.8 22
Not in the game 1.4, 1.12, 1.14, 1.15, 2.1, 2.11, 3.3, 3.4, 3.7, 3.8, 4.3, 4.4, 4.5, 4.6, 4.7, 5.1, 5.2, 5.3, 5.4, 5.5, 6.1, 6.4, 6.7, 7.1, 7.4, 7.5, 7.6, 8.2, 8.3, 8.4, 8.5, 8.6, 9.1, 9.2, 9.3, 9.4, 9.5, 9.6, 9.7, 9.8, 9.9 41

The game computes or partly computes 48 of the 91 Parts. Most of them come from BPT Chapters 1 to 3 and 6, the chapters that state the level, the Pulsecore, the novas, the wells, matter and stars. Of the 41 Parts it leaves out, most are philosophy or lie beyond what a model of one universe can hold. A few could be computed and are not built yet: nuclei (2.11), the Great Bifurcation (4.4), the collapse formalism (6.7), the recursive spectrum (7.1), temporal drag (7.4) and density-dependent time (9.2).