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>> No.11187324 [View]
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11187324

because gravity is not a force like electromagnetism and instead is just the computation speed of the universe so when the processor slows down everything moves towards the slow down in 4D hilbert space

matter == energy == information == entropy

EM field is probably caused by parallel universes and charge separation

>> No.11146127 [View]
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11146127

>>11146073
>What causes mass?
the amount of qubits it takes to represent an energetic system or object

>>11146075
>a lot of equations for electromagnetism are the same as mass/gravity equations just with a charge factor multiplied in

true but it seems that gravity is caused by the slowing of time.. ie the path of an object is curved in 4D space time

https://www.youtube.com/watch?v=gcvq1DAM-DE&vl=en

https://arxiv.org/pdf/1011.3436.pdf
>The emergence of the physical world from information processing
An objective reality's space-time should be as fixed as it is, but in
>our world dense mass and high speeds alter time and space. This is strange in an objective reality, but if mass, movement and space-time arise from processing, loading one could affect another, as online videos slow down if the local server is busy.

>> No.11129837 [View]
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11129837

>>11129066
asking why is objectively important and we can better understand gravity by asking why

https://arxiv.org/pdf/0801.0337.pdf

(2007) The Physical World as a Virtual Reality:

>The maximum speed a pixel in a virtual reality game can cross a screen is limited by the processing capacity of the computer running it. In general, a virtual world’s maximum event rate is fixed by the allocated processing capacity. In our world, the fixed maximum that comes to mind is the speed of light. That there is an absolute maximum speed could reflect a maximum information processing rate

>On a distributed network, nodes with a high local workload will slow
down, e.g. if a local server has many demands a video download may play slower than usual. Likewise a high matter concentration may constitute a high processing demand, so a massive body could slow down the information processing of space-time, causing space to “curve” and time to slow. Likewise, if faster movement requires more processing, speeds near light speed could affect space/time, causing time to “dilate” and space to extend. Relativity effects could then arise from local processing overloads.

https://youtu.be/gcvq1DAM-DE

>> No.11126314 [View]
File: 116 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
11126314

https://arxiv.org/pdf/0801.0337.pdf

(2007) The Physical World as a Virtual Reality:

>The maximum speed a pixel in a virtual reality game can cross a screen is limited by the processing capacity of the computer running it. In general, a virtual world’s maximum event rate is fixed by the allocated processing capacity. In our world, the fixed maximum that comes to mind is the speed of light. That there is an absolute maximum speed could reflect a maximum information processing rate

>On a distributed network, nodes with a high local workload will slow
down, e.g. if a local server has many demands a video download may play slower than usual. Likewise a high matter concentration may constitute a high processing demand, so a massive body could slow down the information processing of space-time, causing space to “curve” and time to slow. Likewise, if faster movement requires more processing, speeds near light speed could affect space/time, causing time to “dilate” and space to extend. Relativity effects could then arise from local processing overloads.

https://youtu.be/gcvq1DAM-DE

>> No.11113794 [View]
File: 116 KB, 1280x720, this is gravirt.jpg [View same] [iqdb] [saucenao] [google]
11113794

https://arxiv.org/pdf/0801.0337.pdf

(2007) The Physical World as a Virtual Reality:

>The maximum speed a pixel in a virtual reality game can cross a screen is limited by the processing capacity of the computer running it. In general, a virtual world’s maximum event rate is fixed by the allocated processing capacity. In our world, the fixed maximum that comes to mind is the speed of light. That there is an absolute maximum speed could reflect a maximum information processing rate

>On a distributed network, nodes with a high local workload will slow
down, e.g. if a local server has many demands a video download may play slower than usual. Likewise a high matter concentration may constitute a high processing demand, so a massive body could slow down the information processing of space-time, causing space to “curve” and time to slow. Likewise, if faster movement requires more processing, speeds near light speed could affect space/time, causing time to “dilate” and space to extend. Relativity effects could then arise from local processing overloads.

https://youtu.be/gcvq1DAM-DE

>> No.10821505 [View]
File: 116 KB, 1280x720, maxresdefault (4).jpg [View same] [iqdb] [saucenao] [google]
10821505

>>10821499
https://arxiv.org/pdf/0801.0337.pdf

The Physical World as a Virtual Reality:
>Processing load effects. On a distributed network, nodes with a high local workload will slow
down, e.g. if a local server has many demands a video download may play slower than usual.
Likewise a high matter concentration may constitute a high processing demand, so a massive
body could slow down the information processing of space-time, causing space to “curve”
and time to slow. Likewise, if faster movement requires more processing, speeds near light
speed could affect space/time, causing time to “dilate” and space to extend. Relativity effects
could then arise from local processing overloads.

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