It is currently Mon Dec 09, 2013 5:09 am

 All times are UTC

 Page 1 of 1 [ 4 posts ]
 Print view Previous topic | Next topic
Author Message
 Post subject: Comparing Polar OrientationsPosted: Tue Apr 24, 2012 1:33 pm
 Rookie

Joined: Tue Apr 24, 2012 1:23 pm
Posts: 3
What is a good way to compare 2 polar orientations (theta, phi, gamma)?

I want to add velocity to the operator depending on the similarity between the 2 orientations.

Something like vel1 = (theta1 - theta2) + (phi1 - phi2) + (gamma1 - gamma2) / (6*pi). The comparison should yield a percentage and the percentage will determine how much of the induced radial velocity is allotted between each of four velocities on two rings that are tangent at a point and orthogonal. The four velocities are big parallel, big orthogonal, small parallel, small orthogonal.

I know that isn't right but maybe its a start?

Top

 Post subject: Re: Comparing Polar OrientationsPosted: Tue Apr 24, 2012 2:30 pm
 Rookie

Joined: Tue Apr 24, 2012 1:23 pm
Posts: 3
To add a little clarification, I am programming a simulation that will not need collision detection or different algorithms for different substances because it makes objects by aggregating atom like operators. You don't have to read the description if its too complicated. Im just comparing the two rings that make up each operator to the two rings in another operator and then assigning velocity induction based on the orientations.

http://josephstang.com/?page_id=2

The following describes a toroidal ring of energy of infinite flexibility that holonomically reflects all the other particles in the universe. The four velocities/precessions and the two radii(particle center to cross section center, and radii of the cross section itself) are entirely sufficient to describe all the effects in macro and sub-atomic physics. The two sets of two velocities(external parallel, external orthogonal/internal parallel, internal orthogonal) together form the light speed potential well and define C in the reference frame. C changes as a measure of the local gravity.

The four precessions replicate Electricity, Magnetism, Molecular Bonding, and Inertia. External Parallel = Electricity. External Orthogonal = Magnetism. Internal Parallel = Molecular Bonding. Internal Orthogonal = Inertia.

This is an engineered real, local, hidden variable theory. It overcomes Bell’s inequalities using Bohm style holonomic sensitivity. It explains the effects that give rise to the Heisenberg Uncertainty Principle by ascribing them to slower than light measuring particles which measure a geometry with FTL internals. Quarks are represented by the different phase relationships between the four velocities / precessions. The hidden variables are the phases of the precessions.

Geometry
1. One operator instantiation corresponds to a proton or an electron, represented by a flexible elastic ring of electric charge with a non-zero cross section(toroid).
2. Each operator has two circles. The two circles are tangent at a point. The small circle is inside the big circle. The big circle represents velocity along the surface of the ring, and the small circle represents velocity inside the toroid, i.e. the movement of the energy flow inside the cross section.
3. An orthonormal basis maintains orientation consistency between each operator basis, and the simulation basis. The big circle is always in the XY plane of the operator basis. The small circle rotates at the tangent point with circumferential / parallel velocity, and orthagonal velocity that rotates the plane of the small circle.
4. Each operator has two axes of rotation, an internal and an external. The small circle’s rotation axis lies on the small circle’s X intercept opposite the tangent point and the big circle’s axis lies on the the X intercept opposite the tangent point.
5. Each circle has inherent angular direction. The big circle’s rotation along its circumference represents parallel surface velocity and its angular rotation represents orthogonal velocity. The small circle’s parallel circumferential rotation represents internal parallel velocity and the angular rotation represents internal orthogonal velocity.
6. The operator is intended to have four oscillations or precessions such that velocity applied in any direction tends to shift the direction of the oscillation towards the direction the velocity is applied, like an unfettered gyroscope unaffected by macro gravity. Four velocities will be applied in every time instance with the intent of maintaining and manipulating four separate frequencies in each operator.
7. The operator moves as the circles move. It does not drift or conserve momentum.
8. The path of one operator by itself is to be constrained so that the center will describe the surface of a fuzzy sphere.

Data Structure
1. Theta1: Big circle parallel velocity.
2. Theta2: Small circle parallel velocity.
3. Omega1: Big circle orthogonal velocity.
4. Omega2: Small circle orthogonal velocity.
5. r1: Big circle radius. Toroid’s radius from center to cross section center.
7. H(theta, phi, gamma): The orientation of the operator. Theta and phi are spherical coordinates. X in the particle’s basis is determined by Theta and phi. Gamma represents a twist of X such that Y and Z are uniquely determined.
8. Position(X,Y,Z): Position in the shared basis.

Operating rules
1. The circles will be quantized into segments called qizers. The minimum arc length a circle rotation describes is a qizer. The number of qizers in the system is a function of the total velocity.
2. Omega1 is the number of qizers to rotate Bc in the time instance(T). Omega2 is the number of qizers to rotate Sc in T. The two rotations at their respective axes are to happen together. This double axis rotation, when done by affine transformation, causes a twist in the orthonormal basis. The resulting orientation is H.
3. Like velocities add, and unlike velocities subtract. Like and unlike are determined by velocity direction and a comparison of the separate orientations, H. The amount of addition or subtraction is determined by the distance between the operators.
4. All calculations are to be done simultaneously so that each operator is compared to all other operators to determine its state in the next time instance.
5. The radii(number of qizers) of each operator increases when the velocity would cause more than a calculable amount of rotation(less than 1), or decreases when the rotation is smaller than a single qizer.
6. Relativistic style constraints should be added to replicate a dual-sided asymptotic potential energy well instead of a light speed barrier.

Top

 Post subject: Re: Comparing Polar OrientationsPosted: Tue Apr 24, 2012 5:26 pm
 Bibliotherapist

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6881
Location: Wilts, Englandshire
Hi Joseph,

Welcome to the board. Your question is beyond me, but if Jasmine is around she may be able to help.

_________________
20 GOTO 10

Top

 Post subject: Re: Comparing Polar OrientationsPosted: Tue Apr 24, 2012 8:09 pm
 Rookie

Joined: Tue Apr 24, 2012 1:23 pm
Posts: 3
So Im thinking I will just turn the circles into planes and then compare the lines in the plane that are parallel to the tangent point of the two rings.

Top

 Display posts from previous: All posts1 day7 days2 weeks1 month3 months6 months1 year Sort by AuthorPost timeSubject AscendingDescending
 Page 1 of 1 [ 4 posts ]

 All times are UTC

Who is online

Users browsing this forum: No registered users and 1 guest

 You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forum

Search for:
 Jump to:  Select a forum ------------------ Forums    Forum Rules and Posting Guidelines Wiki Discussion    Help    Content Issues Game Programming Discussion    C and C++ Game Programming    Java Game Programming    Language Agnostic Programming    .NET Game Programming    VB Game Programming    Mobile Game Programming    Web-Based Game Programming    Other Languages    OpenGL Development    Direct X Development Game Development Discussion    Game Design    Game Media Off-Topic Discussion    Announcements    Off-Topic    Community Projects    News