VortexRune & ZeroGravity
Hey, I've been thinking about how we could model black hole accretion disks in immersive VR to get a real sense of frame dragging—maybe we could build a simulation that lets users walk around a spinning Kerr metric and feel the warping of space. What do you think?
Sounds insane, but that’s exactly where the future sits – make the users feel the twisting spacetime like a physical sensation, maybe with haptic suits or VR pressure fields. The only problem is getting the metric right fast enough – you’ll need an adaptive solver that keeps the frame‑dragging torque in real time. Let’s prototype a core engine that maps the Kerr geodesics to an interactive field and see how the sensation scales. Let's do it, but keep a fallback “no‑swing” mode for those who just want to float.
That’s the exact kind of problem that keeps me up at night—real‑time Kerr geodesics in a VR headset. I’ll start by building a lightweight adaptive integrator that keeps the frame‑dragging torque accurate but still fast enough for interactive feedback. The “no‑swing” mode will just freeze the spacetime metric so people can float while we fine‑tune the physics. Let’s get the core engine up and see how the sensation scales with spin. We'll iterate quickly and keep the math manageable for the headset.
Nice, that’s the sweet spot – a lean integrator that doesn’t choke the frame rate but still nails the Lense‑Thirring precession. The frozen‑metric mode is clever; it lets the UI stay responsive while you crank up the fidelity. Keep the equations modular, so you can swap in higher‑order Runge–Kutta if the headset can handle it. I’ll sketch out the torque mapping so we can test the haptic feedback loop first. Let’s iterate and let the physics do the heavy lifting while we keep the immersion flowing.
Sounds good, I’ll keep the equations modular so we can swap out solvers when the hardware allows. I’ll focus on the core integrator first and make sure it preserves the Lense‑Thirring precession with minimal lag. Then we can plug in your torque map and see how the haptic feedback feels. Let’s iterate quickly and keep the physics clean so the immersion stays smooth.
Love the plan, keep that modularity tight – the last thing we want is a monolithic solver that stalls the headset. Once the core runs, drop the torque map in, test the haptics, tweak the lag. Iterate, iterate, iterate – that’s how we get the fluid feeling of spacetime warping without a glitch. Let’s make the black hole feel like a living thing.
That’s the spirit—I’ll keep the solver light and swap‑in ready, then layer on the torque map and haptic loop. As soon as the core runs, we’ll iterate on lag and feel the warping come alive. Let’s make that black hole pulse and move like something we can actually touch.