Thursday, August 1, 2013

My Drumming Software "CY-Drums"


Here's a software I developed back in April 2013 using XNA Framework.
It's called "CY-Drums" and it is a drumming, percussion and sampling software designed to be played using QWERTY PC keyboards.

Let me know if you want download links.

Here are some demonstration videos, cheers.




Friday, July 5, 2013

Are We Living In A Simulation

Cüneyt Yetişenler - July 5, 2013


SIGNS THAT WE ARE LIVING IN A SIMULATED REALITY

-SPEED OF LIGHT-

            In this article I will try to explain by examples how “speed of light (c)” can be a sign to the possibility that the universe we are living in is a simulated reality. I will compare a simple physics simulation example with our universe and point out the similarities.


SIMPLE PHYSICS SIMULATION EXAMPLE

Constants:

Min Time Interval = 1 Tick
Constant Length = 1 Pixel
Max Speed(Pixel) = (Constant Travel Length) / (Min Time Interval)

Laws:

1-      “Max Speed” is the highest possible speed and can not be exceeded by any component of the simulation (1px/Tick).

2-      Within the borders of “Max Speed” there’s no limit to the gaining and losing rate of a component’s velocity per “Tick” (Ex: 0,000001 Pixels). But the component can not change its position until the velocity builds up and “Constant Length” law is met through multiple Ticks.

3-      In a single tick all components are processed and can be moved but they are updated one by one, not all at once. If  components’ calculations show that at least two components will share the same space in the simulation a collision occurs and the reactions are calculated accordingly to the components’ properties.

Results:

1-      Both “Min Time Interval” and “Constant Length” set an universal limit to the highest traveling speed available for all components of the simulation. This is a very similar case with our universal speed limit: Speed of light (c).

2-      No component of the simulation can exceed “Constant Length” in a single Tick, therefore components can not get through each other abnormally (without contact) if they are in a collision course even with extreme velocities. This ensures an error proof collision simulation but in return the simulation’s calculations would be very slow for large and complex components and may not be rendered in real world time.

3-      No matter how slow or fast the simulation is running on our computer an “observer” inside the simulation will not have a sense of the “time interval rate” and the simulation’s speed will always be in real time for the observer even if it varies in our computer. Observer’s perception of reality depends completely on the simulation’s time interval.




OUR REALITY

Constants:

We require a Maximum Travel Length variable to display similar behaviour of the simulation with our reality. Maximum Travel Length can be calculated since we know the Speed of Light and the Planck Time.

Therefore: x / Planck Time = 299.792 then x = Planck Length and
*Maximum Travel Length = Planck Length


Planck Time(Minimum Time in the simulation) = 5.39106(32) × 10−44 seconds(s)
Planck Length(*Maximum Length in the simulation)  = 1.616199(97) × 10−35 meters(m)
Speed of light(c) = 299.792 meters per second.

Planck Length / Planck Time = 299.427 meters per second


Laws:

  1. Speed of light is the highest possible speed and it can not be exceeded by any object or element in our reality.
  2. Elements with mass can not reach the speed of light.
  3. Elements with mass can not occupy exactly the same spacetime with other objects that have mass.

Results:

  1. Like in the simulation example if we divide Planck Length(Maximum Length) by Planck Time we get a very close value to our universal speed limit: The speed of light(c). The principles that apply to the simulation example are valid for our reality too.

  1. Like in the simulation example, objects that have mass can not get through eachother (without contact) if they are in a collision course even with extreme velocities. As observed in “Hadron Collider” particles collide with eachother even when they are travelling at speeds that are very close to the speed of light. Which is a sign that there is a limit to the length that any object can travel in one planck time. Otherwise objects that are moving close to the speed of light might jump over eachother when their positions are updated by greater lenghts than their own sizes(dimensions) and bypass collisions.

  1. As observers, our perception of reality depends completely on the progress of time therefore we can not observe our universe without the bounds of spacetime and physical laws of our reality.




CONCLUSION

            The speed of light limit can help us understand the working principles of our universe that are normally hidden from us. As I have tried to demonstrate in the simulation example, a physics system must have certain laws(and limits) applied to all of it’s components to have a certain consistency in itself. And our universe is consistent in itself.

            The speed of light can be seen as a sign that there’s an under laying system that regulates, calculates and updates our reality with certain steps and rules. These laws and rules that are designed to make an error free physics simulation results in a universe that has certain constant values and limits. It is fair to say that all the constants of our universe are a product of the system’s design.

            In real time physics simulations, most common problem is the collisions that occur at very high speeds. The simulation has to calculate the position of the solids and decide if they are going to collide in the next update step of the simulation. Like every complex real time algorithm real time physics calculations suffer from performance related issues. Updating every single component in a very small maximum travel length can be extremely heavy on the resources with large and complex calculations. Since our computers have limited resources and we can not increase the capacity of our computers in parallel with the simulation’s complexity, some clever optimisations have to be made in order to display the simulation in real time. If we can not increase the update ticks per real time seconds(increasing the computer’s processing capacity) then the only solution is to increase the travel length of the components per update ticks(optimisation). This way we can save some valuable calculation time in our simulation and manage to render the simulation in real time. This is a very effective and simple solution for most cases when solids move relatively slow. However if the solids move very fast(more than their own length in a single update) there is always a possibility that the solids would be transported to positions where they would not intersect with each other and trigger no collisions. The solids would look as if they went through each other. This would result in a simulation that shows inconsistency in itself and this is a bad thing for a simulation.

There is no certain way to determine whether our reality is run by a computer in a higher reality or not. But since everything is information, we can represent our reality as data bits in a computing system and run our own “reality” in a supercomputer.



Wednesday, July 3, 2013

A Brief Introduction...

Hi there, this is Cüneyt Yetişenler. 

I am a programmer and I am working full time as software developer and graphics designer in our small family company. I also studied German Literature and Linguistics in Ege(Aegian) University.

I really enjoy programming, science, mathematics, philosophy, visual arts, music, sci-fi and fantasy literature.

I will be sharing my own custom softwares/games, programming experiments, 2D/3D visual arts, original music pieces, my attempts in literature, general ideas and thoughts about anything and everything that is worth mentioning.

Please feel free to post your comments and ideas anytime.