SHIFTING THEORY OF GRAVITY COMPUTER SIMULATION

Shifting Theory of Gravity By Daniel G. Emilio

Computer Simulation By Hans Wijntjes

Copyright 2001

 

 

Download Gravity.Exe

 

This computer simulation does not prove, nor is it intended to prove, the Shifting Theory of Gravity.  It is, hopefully, a demonstration of the concepts that are described in the web site.  The Shifting Theory is, simply put, a speculation of how a purely particle-based gravity theory might look.  Further, it is not the intention to either convince or persuade anyone of this theory.  Students are strongly cautioned not to take this theory seriously – especially if you are studying or intend to study science.  This is not a main-stream idea, and although possibly compelling to a layperson, is not a view held by anyone in the scientific community.

 

The first thing that must be stated is that this simulation is real-time.  That is, the attractions are produced by the actual computer generated graviton strikes and not by formula.  This means that repeated tests might not always produce the same results because of the non-uniformity of the graviton space.  But more importantly, the same settings on different computers will yield different results because of the different speeds of computers, etc.  I have found that best results are obtained when very low gravity constants and slow speeds are used - which requires significant time for full runs even hours for orbits.  This means it takes many graviton strikes to produce very small movement but this yields a much smoother, finer result.

 

As far as the simulation is concerned, we did not program for results - we only programmed the basic assumptions of the theory and spent most of the time trying to create a uniform graviton space.  The results flowed from the assumptions.  Most of the settings are self-explanatory, but  “Simulation Speed” needs some mention.  When simulation speed is set at 100, gravitons move 1 pixel for each step of the program run.  This is the preferred setting.  Setting the simulation speed above 100 will allow the program to run faster, but it allows gravitons to jump over pixels, causing distortions.  If set too high, gravitons will actually jump over objects and have no effect on those objects at all.  But we allowed the simulation speed to be variable because we wanted the user to have maximum control over all aspects of the simulation.

 

Next, macro mode needs explanation.  With macro mode unchecked (normal mode), the simulation is intended to demonstrate key concepts of the theory including the shadow effect, burst and bounce.  But you also get very uneven results because the graviton space becomes blotchy very quickly – especially with large objects.  The best results are seen with fairly small objects close together.  You need to try different settings to see the different results.  (Incidentally, in normal mode, if you set the gravity constant to a negative number, you will simulate a push theory of gravity.  Make sure you do not use very high negative numbers or it may cause distortions.  The simulation demonstrates that push theories do not cause an attraction no matter how compelling the idea might be.)

 

In macro mode, we eliminated the unnecessary, random gravitons.  By doing this, it yields a more uniform graviton space and allows you to create orbits and get far more uniform results (but only when gravity constant is set very low, e.g. 0.01).  Using "freeze" allows the gravitons to reach all objects before objects are allowed to move and allows you to set up the universe properly - eliminating a gravity propagation speed problem.  Much thought and discussion was given before making the decision to allow macro mode, and whether it was true to the theory.  I believe it is.  In a perfectly uniform graviton space, random graviton strikes (not coming from other objects) would have no effect on objects because those strikes should cancel out.  Any movement or effect on objects would have to come only from graviton bursts from other objects.  Therefore, we can eliminate the random gravitons.  Further, since all gravitons emitted from objects would be emitted as bursts, we can eliminate bursts in macro mode and simply assume that all gravitons being emitted are bursts. 

 

There are three files in this program.  You are only downloading the first (Gravity.exe).  After initially starting the program, you will get an error message because the program cannot find Gravity.dat.  Click OK and it will create Gravity.dat after you "Create World."  Gravity.dat saves the previous run settings for convenience.  After you finish a run, the program will allow you to "Export last run."  This will create the file Gravity.log which is readable in any word processor, and records the data points for the different objects in that last run.  The output gives you the relative time of each data point.  Not every data point is recorded but only those where there was a change in position of the objects.

 

A fairly fast computer is preferable.  The program allows you to enter objects by coordinates or using the mouse (left click and drag).  But setting speeds for objects can only be done through the initial screen settings.

 

Please excuse the poor quality pictures below.

 

The following settings will show a typical attraction between two objects.  Remember, burst and bounce must be checked in normal mode (but unnecessary in macro mode).  Both are critical to the theory and without both checked, there will be no attraction.  Unchecking Gravitons hides the gravitons and allows the program to run faster.


Download Gravity.Exe

 

 

 

 

 

By checking "fixed" you can create a Sun which does not move (important later for creating orbits).  The prior settings with both objects fixed will produce the following result and demonstrate how a powerful graviton stream will develop.  Notice the blotchiness of the graviton space.  This is due to the limitations of the program.  In a real world, the gravitons would be far denser and very uniform - except for the bursts from objects.

 

 

 

The program also demonstrates that objects in motion will accelerate.  The following settings simulate a photon (size 1) accelerating from a stopped position to a constant velocity.  Note that gravity constant is set low (1).  Higher graviton density is simulated by reducing the screen size.  Better results would be achieved with lower gravity constant and higher graviton density.  But higher graviton density (or lower gravity constant) in this program simulation will produce anomalous results because of the relative size of the simulation gravitons compared to real world gravitons and the unevenness or lack of randomness of the simulation graviton space.  This also explains why the photon does not take on precisely straight lines.  Gravitons have been unchecked for better visibility.  Path colors are random and turning the program off and on will produce different colors.  Finally, running this simulation more than once will produce different directions for the photon because the initial direction is random based on random graviton strikes.

 

 

 

 

 

The following settings (in macro mode) produced the following solar system (after about 20 hours on my computer).  This run was produced on an earlier version of the program.  Remember, because this is a real-time simulation, the following settings will probably not produce the same orbit on your computer because of different speeds of different computers.  But if you adjust the speeds, you should be able to reproduce the orbit shown.

 

 

 

 

 

 

Note:  Best results for creating solar systems require that suns are very small (and fixed) and very low gravity constants and very low speeds.  But the results can be quite nice.  If you create interesting orbits, I will gladly include them on this site.  Make sure you send both the initial settings frame as well as the final results.  You can copy the screen by first clicking on the header portion of the frame you wish to copy, then pressing and holding ALT key and then pressing and releasing the Print Screen key.  Then go into your word processor and paste the frame.

 

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