![]() Due to the dilation of time, spinning makes everything synchronized and stable.Ĭan I turn the spinning off in the AdS game? All objects in Relativity Hell, except the player, move through the spacetime along time-like geodesics our imagined object would not, time-like geodesics are "attracted" towards the center. Its time would run slower (the further from the origin, the slower). Imagine an object behaving in such a way that it is displayed at a fixed point of space. Suppose we play the game without moving (only the time passes). While in standard hyperbolic geometry only the space is stretched, in AdS both space and time are stretched. Why is everything spinning in the AdS game? You can also play Velocity Raptor of course. There is no Minkowski (nor Galilean) spacetime currently, but in AdS you can reduce the scale of the game, which reduces the effects of curvature. What about Minkowski spacetime for comparison? You can experiments with this as follows: 'p' to pause the time, 't' to display the proper time for every object, 'wasd' to change the frame of reference. The reason why nothing can move faster than light is that there would be a frame of reference in which it would move to the past. There are also other visual effects which are not represented (see Slower Speed of Light). ![]() In the views menu you can select "view the visible state" to view things as they were when the light left them, or "view the future" which is the opposite, as well as some cool 3D spacetime/dual views.Īlso, in the pause mode, when you advance/revert the time, you can see a dark circle - this represents your "future", that is, the area reached by the light you emit currently (you can theoretically affect this future), or "past", the area you would have seen by now. this is not a problem in Relative Hell because the simulation is deterministic except the player movement. While in the real world we could not see what is currently going on elsewhere because information cannot travel faster than c. No - we would of course only see things as they were when the light left them. Why are the objects stretched so weirdly? The frame of reference changes because of the passage of time, acceleration, or moving the camera in the pause mode. Poincaré model in AdS, stereographic in dS) by default (Relativity Hell uses the RogueViz engine, so all its projections are also available Beltrami-Klein makes the AdS tessellation look like the Poincaré model of the hyperbolic plane). This set is displayed on the screen in the azimuthal conformal projection (i.e. The set of spacetime points at time = 0 is a sphere in dS, and a hyperbolic plane in AdS. In AdS, there are also golden stars, which you should collect for score. Blue tanks are oxygen, they are used up proportionally to your proper time. Green octagons are fuel, they are used up when you accelerate. Red rockets are ammo, it is used up when you shoot. You must be careful to keep close to the main star - if you lose it, you will never catch it again!Ĭyan hearts is hull health, it is used up when you are hit. In de Sitter space, freely moving objects diverge exponentially from each other. Avoid white energy balls flying around you. The de Sitter game is more in the "bullet hell" style. The game uses a similar model as HyperRogue: the more score you have, the harder the game gets. Shoot asteroids for points and to restore your resources. The space is not wrapped, but things appear to go in circles due to AdS properties. The Anti-de Sitter game is a multidirectional shooter - a bit like Asteroids, but completely different. In our real-world, you cannot tell how fast you are moving (for example, we do not perceive the spinning of Earth and its movement around Sun) however, the physics in most non-Euclidean games do not have this property: the curvature of the space would make movement relative to the space obvious for any wide object (this is why in HyperRogue all the large enemies are narrow see also here or here for some visualizations of this effect). These can be seen as the relativistic counterparts of spherical and hyperbolic geometry. Relative Hell is a collection of two games, taking place in the de Sitter (dS) and anti-de Sitter (AdS) spacetime, with 2 space dimensions.
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