Special Relativity with Video Games
summary
Claim: apply causal consistency derived from special relativity to multiplayer games so inputs execute in causal order rather than strict lockstep or blind dead reckoning. Uses Node.js + WebSockets, WebRTC, WebGL, Web Audio and the gamepad API; demo is a Node WebSocket + WebGL build that visualizes world lines and shows time dilation and bullet‑time but crashes over the network and contains bugs. Targets subframe responsiveness (mentions ~15 milliseconds), requires deterministic, persistent state and forbids rigid‑body dynamics; cheating by delaying actions remains possible.
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chapters (12)
- 0:00Start
- 0:46Video Games on the Web
- 7:20Weak Consistency
- 10:10Dead Reckoning
- 14:13Causal Consistency
- 17:36Relativistic Causality
- 19:00Causality from Relativity
- 19:18A Minkowski Diagram
- 20:44Event Updates
- 22:15Kochi Surface
- 26:31Advantages
- 32:21The no Interaction Theorem
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