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    <title>Forem: Christopher Hildebrand</title>
    <description>The latest articles on Forem by Christopher Hildebrand (@christopher_hildebrand_7b).</description>
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      <title>Forem: Christopher Hildebrand</title>
      <link>https://forem.com/christopher_hildebrand_7b</link>
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      <title>I built a physics engine where gravity is just a floating-point budget error</title>
      <dc:creator>Christopher Hildebrand</dc:creator>
      <pubDate>Mon, 05 Jan 2026 21:48:54 +0000</pubDate>
      <link>https://forem.com/christopher_hildebrand_7b/i-built-a-physics-engine-where-gravity-is-just-a-floating-point-budget-error-195g</link>
      <guid>https://forem.com/christopher_hildebrand_7b/i-built-a-physics-engine-where-gravity-is-just-a-floating-point-budget-error-195g</guid>
      <description>&lt;p&gt;&lt;strong&gt;The Bug:&lt;/strong&gt; Modern physics crashes when you divide by zero (Black Holes).&lt;br&gt;
&lt;strong&gt;The Fix:&lt;/strong&gt; A cellular automata engine that runs on a "budget" instead of linear addition.&lt;/p&gt;



&lt;p&gt;Hi Devs!&lt;/p&gt;

&lt;p&gt;I’ve spent the last few years working on a massive open-source project called &lt;strong&gt;Logos of Aether&lt;/strong&gt;. It started as a theoretical physics manuscript (yes, I wrote 500+ pages of axioms), but I realized that to prove it works, I need to stop writing and start &lt;strong&gt;coding&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;I am looking for contributors interested in &lt;strong&gt;Cellular Automata&lt;/strong&gt;, &lt;strong&gt;Python (NumPy/JAX)&lt;/strong&gt;, or &lt;strong&gt;Simulation Logic&lt;/strong&gt; to help me build the reference implementation.&lt;/p&gt;
&lt;h2&gt;
  
  
  The Core Concept: "The Universe Hates Zero"
&lt;/h2&gt;

&lt;p&gt;In standard game physics (and real physics), if you add enough energy to a single point, you eventually hit infinity. In a game engine, this crashes the server. In the universe, it creates a singularity.&lt;/p&gt;

&lt;p&gt;I wanted to see if I could build a system where "crashes" are mathematically impossible.&lt;/p&gt;
&lt;h2&gt;
  
  
  The "Patch": Plenum Addition
&lt;/h2&gt;

&lt;p&gt;Instead of standard addition (&lt;code&gt;1 + 1 = 2&lt;/code&gt;), my engine uses a saturating formula called &lt;strong&gt;Plenum Addition (⊕)&lt;/strong&gt;. It works like velocity addition in Special Relativity, but for &lt;em&gt;information density&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;Here is the logic in Python:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;numpy&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="n"&gt;np&lt;/span&gt;

&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;plenum_add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;limit&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="n"&gt;np&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pi&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;
    Adds two distinction values (x, y) but saturates
    at the limit (pi) to prevent singularities.
    &lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;numerator&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;y&lt;/span&gt;
    &lt;span class="n"&gt;denominator&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;limit&lt;/span&gt; &lt;span class="o"&gt;**&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;numerator&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="n"&gt;denominator&lt;/span&gt;

&lt;span class="c1"&gt;# Even if you add huge numbers, you never break the grid:
&lt;/span&gt;&lt;span class="nf"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;plenum_add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; 
&lt;span class="c1"&gt;# Output: 3.14159... (Approaches Pi, never exceeds it)
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  The Project: "The Rattle"
&lt;/h2&gt;

&lt;p&gt;We are building a simulation called &lt;strong&gt;The Rattle&lt;/strong&gt;.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;The Grid:&lt;/strong&gt; A 1D or 2D cellular automaton.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Agents:&lt;/strong&gt; Monads (cells) that trade "distinction" with their neighbors using the formula above.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Goal:&lt;/strong&gt; To show that "Matter" (clumps of high distinction) and "Gravity" (attraction between clumps) emerge naturally from these rules, without hard-coding them.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Why I need help
&lt;/h2&gt;

&lt;p&gt;I have the math derived (I even derived the Electron Mass as a geometric resonance of this grid), but I am moving from "Paper" to "Engine."&lt;/p&gt;

&lt;p&gt;I need help with:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt; &lt;strong&gt;Optimization:&lt;/strong&gt; Making the grid update step fast using JAX or CUDA.&lt;/li&gt;
&lt;li&gt; &lt;strong&gt;Visualization:&lt;/strong&gt; Rendering the "density" of the grid in real-time.&lt;/li&gt;
&lt;li&gt; &lt;strong&gt;Architecture:&lt;/strong&gt; Setting up a clean Agent-Based Model (ABM) structure.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Links
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;The Repo:&lt;/strong&gt; &lt;a href="https://github.com/chrisnchips42-blip/Logos-of-Aether-A-Measurement-Theoretic-Foundation-for-Physics" rel="noopener noreferrer"&gt;https://github.com/chrisnchips42-blip/Logos-of-Aether-A-Measurement-Theoretic-Foundation-for-Physics&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you are tired of building CRUD apps and want to try simulating a universe where &lt;code&gt;DivideByZero&lt;/code&gt; is illegal, come check out the repo.&lt;/p&gt;

&lt;p&gt;Happy coding!&lt;/p&gt;

</description>
      <category>python</category>
      <category>simulation</category>
      <category>algorithms</category>
      <category>opensource</category>
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