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MIT Slows Down Speed of Light In New Game

New submitter schirra writes "Researchers at MIT Game Lab have created a free video game that accurately simulates the effects of Einstein's relativity. 'A Slower Speed of Light' challenges players to collect objects strewn throughout a level to artificially lower the speed of light. As light speed slows to walking pace, it makes visible the unusual effects one encounters when traveling close to the speed of light, such as the Doppler effect, searchlight effect and Lorentz transformation. The effects are, in a word, trippy. The team plans to release an open-source Unity3D toolkit called OpenRelativity to allow others to include the same relativistic effects in other games." They also plan to release the source code sometime next year (despite reports that it is open source already).

9 of 113 comments (clear)

  1. First Post echoes by Anonymous Coward · · Score: 5, Funny

    First in my reference frame that is :)

  2. Re:About time by f3rret · · Score: 4, Interesting

    I've often wished someone would do something like this. I've suggested on slashdot an interstellar military/trading game that would take relativity into account as a way to give people a more intuitive feel for it. I've wondered about the difficulties of a 2D game that would use a slow speed of light. But to have a 3D game that considers all the effects, including red-shift, is beyond my wildest dreams. I look forward to downloading and playing it.

    Have you actually *tried* this game? Cus' it's a long way off from a big-ass 4x sorta game. I mean the game is fun, interesting and trippy and all that, but it is kinda rudimentary.

    Would be fun to play on a large screen while in an altered state though.

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  3. It's not merely technically challenging. by Dr.+Manhattan · · Score: 5, Interesting

    Would be a complete nightmare to keep synchronous across multiple computers and server though.

    And everyone in the real world still thinks at the same rate. With turn-based games, you can do a little better - e.g. chess clocks that give dissimilar players different amounts of time - but for a continuous game it's rougher. And picture, you're walking down a hall, and suddenly things go slower because someone all the way on the other side of the map starts sprinting. It adds a whole new layer of lag-like behavior on top of the relativistic effects you're trying to simulate.

    The key thing about relativity is that, no matter what speed you're moving at, you feel the same. It's just that everything around you behaves differently. Slowing the game clock down because other people are going fast doesn't simulate that at all.

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  4. Re:MITT slow? by Anne_Nonymous · · Score: 5, Funny

    That whole red shift/blue shift thing always confuses me too.

  5. Gameplay footage by FlynnMP3 · · Score: 4, Informative
  6. Re:I'd love a FPS with relativistic effects. by MozeeToby · · Score: 4, Informative

    There is no such thing as "synchronous" when you're talking about relativistic effects.

    Getting around that would be a very interesting problem to try to solve in multiplayer. At first blush, it seems impossible: player 1 won't be experiencing the same moment of time as player 2 at any given time. However, whenever two players interact in any way, whatever caused the interaction has to have happened for both players and that includes even just seeing them. If you can keep a log of what player 2 did in the past, you can figure out what instant of player 2's timeline player one should be seeing (of you could just simulate the actual flight of the photons, but that seems computationally impossible). And you can do the same for player 2's screen drawing player 1.

    As long as, just like in the real world, no one can travel faster than light you'll always have all the information you need. If you allow FTL though, everything breaks, you can set up situations where you simply won't have the information about player 2 that you need to draw player 1's screen, which is awesome because it maps directly to breaking causality in the real world.

  7. There's a book by Anonymous Coward · · Score: 5, Interesting

    This stuff is explored in Mr. Tompkins in Wonderland, by George Gamow. The title character has various dreams which illustrate aspects of modern physics. For example, he dreams about riding a bicycle while the speed of light is 30 mph, and playing billiards with Planck's constant = 1. It's an interesting read; I recommend the omnibus Mr. Tompkins in Paperback, which has Mr. Tompkins in Wonderland and Mr. Tompkins Explores the Atom

  8. Multiplayer by elfprince13 · · Score: 4, Interesting

    I'd be even more impressed if they managed to make it multiplayer. Maybe merge this with the Resequence Engine? Not for time travel necessarily, but because they've already worked out how to run multiple reference frames at once, and I suspect you'd need an event buffer for every pair of players, and possibly to introduce a preferred reference frame as well for simulating the environment.

  9. The Necessity of Math for Physical Intuition by tinkerton · · Score: 4, Interesting

    I think immersion in the right simulating environment can give people a level of physical intuition that many physicists never achieve.