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  • That at any given moment you can just call someone in completely different part of the world and have a voice (or even video) conversation like there were just next to you. Imagine explainig this to people in middle ages.

  • That some people can have a fleet or private planes and billion-dollar yachts while a major part of the population struggles to get enough food and has very limited access to medical care. Any sane society needs to have a minimal standard of life and needs to shift wealth (i.e. tax) as necessary to achieve it.

  • That interacting with the smallest parts of our universe changes them from behaving like continuous waves to discrete objects.

    It was weird enough a century ago when it was first figured out, along with all the associated weirdness like information erasure reverting behavior back to behaving like a wave.

    But now we are regularly building procedurally generated worlds where continuous seed functions deterministically placing world geometry convert to discrete voxels when interacted with in order to track state changes.

    TL;DR: The building blocks of our universe behave much like how we currently build randomly generated virtual worlds where free agents can interact with them. It's wild this isn't being discussed more than it is.

    • Is there anyway you could clarify this for someone who is not knowledgeable about coding? My understanding is that procedurally generated worlds have a seed, which is a specific string of characters that will generate the same world each time when fed into the procedural algorithm.

      continuous seed functions deterministically placing world geometry convert to discrete voxels when interacted with in order to track state changes.

      This is the part I don't understand.

      • So yes, you are correct about the seed aspect, but what I'm talking about is the function the seed is fed into.

        Those functions are generally continuous. For example, a mountain in Minecraft as a non-blocky mathematical curve.

        These continuous curves are then converted into voxels (volumetric pixels) like Minecraft's blocks. Then if you interact with them, it records the difference between what the function would generate normally and the changes. This saves on memory as it only records the interactions.

        Given the seed function is deterministic, the same coordinates of space and time in the world will result in the same world geometry. Then you just layer on the discrete changes from free agents and you have the appearance of a fully interactive world.

        Put another way, on the debate about free will, the details in how our universe behaves is exactly how you would design a world where you had free agents. If you were designing a world without free will, you wouldn't need to convert to discrete units at the point of interactions, as the interactions would also be deterministic and could be calculated by the seed function, even to the point of continuous fidelity (i.e. no blocks/particles, just waves).

  • Reality. Anyone who has suddenly had their perception of reality completely unhinged due to a mental, psychiatric, or spiritual crisis is likely to attest their exuberant appreciation simply for "the ground beneath my feet"

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