6 ms·
The papers I read in preparation for the project and my main references: http://dl.acm.org/citation.cfm?id=234537 http://dl.acm.org/citation.cfm?id=234537 http
by m_darkTemplar 14y ago
The papers I read in preparation for the project and my main references:
http://dl.acm.org/citation.cfm?id=234537 http://dl.acm.org/citation.cfm?id=234537
http://dl.acm.org/citation.cfm?id=91423 http://dl.acm.org/citation.cfm?id=91423
http://tobias-lib.uni-tuebingen.de/volltexte/2001/240/pdf/01dissertation.pdf http://tobias-lib.uni-tuebingen.de/volltexte/2001/240/pdf/01...
http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CB4QFjAA&url=http%3A%2F%2Flink.aip.org%2Flink%2F%3FAJPIAS%2F75%2F791%2F1&ei=746VUJLqMo600QHvjYH4CQ&usg=AFQjCNHtynoupTgY-D5NZV9w_OOWBWO4jw&sig2=68Vkty5ot144kQWRxWu1MQ http://www.google.com/url?sa=t&rct=j&q=&esrc=s&#...
There were also a few other documents I had but they don't appear to be hosted online anywhere.
The Lorentz transformations are not as apparent as the visual effects, they're not canceled out though. You can actually see them, try speeding up and slowing down when you have >50 orbs. You'll see a warped view and such :)
- shardling 14y agoI saw a qualitatively different type of warping at 100 orbs than I did at 99. For instance, at 100 orbs, I would see the tops of arches bend and distort as I approached them. No such effect was visible at 99 orbs. I'd pull it up again just to double-check, but it's a bit of a pain to actually collect enough orbs -- a freely adjustable mode once you've beaten it once would be nice :) I also would have expected to see some sort of length contraction evident in things like the fence post spacing, but I never noticed any.
- m_darkTemplar 14y agoThere was no difference in the calculations at 100 orbs, we just let v/c get much closer to one. The effects were actually there before 100 orbs you probably didn't notice much because of the colors! Internally the colors and Lorenz and time invariance calculations effect different things, the 100 orb stage just removes the operations done in the fragment shader--the vertex sharer remains unaffected.