...direct Ancestral Memory provided many survival advantages for this species (In fact, it was a random neurological mutation they received while still in pre-society). By directly inheriting their parent's memory, the creatures were able to very quickly excel at anything their parents excelled at. If one parent was a brilliant mathematician, then so too would be their offspring; no need to spend decades in school to reach their parent's level of skill (if the offspring even COULD reach the parent's level skill). The skill was inherent, and for this reason, species -f978 was able to advance at an explosive velocity.
We have managed to generate an abstract simplex solar hierarchy. This abstract hierarchy contains no geometric data, only a binary tree of orbital nodes. We wish now to translate this abstract tree into a series of legitimate Orbital Elements, whose ellipses we want to render to screen.
If Simulation Theory posits that this universe is an artificial simulation, it therefore supposes that something must have created this simulation. This proposal is synonymous with Deism (and possibly Theism), which propose that an intelligent god created our universe.
It's rare enough to find early 20th century science fiction which manages to hold up in the present day as anything but a nostalgic time capsule - but it's rarer still to find a novel that not only holds up, but is also both entertaining and timely.
In order to ascribe actual orbital data to the various stars and barycenters of a solar system, we will need a way to describe orbits in PISES. In this post, we'll get spun up on the 6 Keplerian Orbital Elements and what their limitations are.
In this post we will create a system which produces random, abstract simplex solar hierarchies for an N-ary solar system. We emphasize abstract here because these orbital hierarchies will contain no information about the actual Keplerian elements of the various solar bodies they describe: only their hierarchical arrangement.
The "Solar Hierarchy" of a solar system in PISES describes how the various stars of an N-ary solar system arrange themselves. If this seems like it might be an unsolvable, n-body gravitational problem that would require warehouses full of supercomputers to model with even vague realism, it absolutely is. However, it turns out that most N-ary solar systems arrange themselves in such a way that can be simplified to a series of very manageable, idealistic 2-body problems.
At this point in our development of the Icosphere, we can render our Abstract Icosphere. We can recurse the Icosphere uniformly and non-uniformly. Additionally, we can detect an "observation region" of configurable radius. In this post, we'll tie together all of the work we've done so far in order to make our Icosphere interactive. I've also put together a live, video software demo of the Icospherical World Model.
At this point, we have an Icosphere which we can uniformly recurse to any depth we like. We also know that we can asymetrically recurse any arbitrary face of the icosphere, but we have no system for detecting or determining which face(s) to recurse. Ultimately, we want the faces directly "below" the observer to be the faces under recursion - and the rest of the icosphere to remain unaffected.
Every month, I will be sharing some of the media that has been inspiring me and fueling my own creative energy.