I created a pure field simulation, and something that looks like black holes emerges from it
I've been working on this idea for an autopoietic/nearly autopoietic simulation and ended up with this recursive emergence simulator. It's been about a year now of directly struggling to get the idea out of my head and onto paper / into something tangible. Over the last month, I've been building up and trashing iteration after iteration in webGL / JS and then finally struck what I feel like is absolute gold about a week ago. There was always a hint or a smell at 'topological black holes' in my simulations, but never a real presence. And then this happened.
Now in this clip, the most obvious happening is just once at the beginning. You can see singular bubbles form behind and around things, but its unclear what they are if anything significant other than just 'topological scars' becoming attractors due to the simulations behavior. Originally this clip was longer, but OBS will not allow me to have any peace at all, and I can't keep beating my head against the wall while it literally trashes footage over and over. But these are not the only 'topological gravity wells' in the sim.
When I play this sim on a pure run with no cross-over information from previous runs, I always get these objects. Every time. 2 step regime, 3 step, 1 step, always these. At higher tick rates though it gets crazy. I can't get recordings of those levels of the simulation because they're stuck at 2 fps.
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Info below
The simulation is a fixed hidden matrix:
512 × 512 cells
4 floating-point channels per cell
S(x, y) = vec4(x, y, z, w)
The core in plain terms:
Difference tries to erase itself.
Erasure leaves a fold.
The fold creates new difference.
The new difference tries to erase itself.
Repeat.
That is the core loop: local difference, compression, phase rotation, bounded residue, recursion.
In this clip, the field is being allowed to fold twice per tick, which is why the early structure can move from bands into sink/aperture-looking forms and then into larger field anatomy.
That means each fixed simulation tick performs two full GPU substeps of the core update law. It is not a visual quality setting and not a particle-count setting. It changes how many times the organism metabolizes the rule before the next presented frame.
If I change the tick rate (step regime count) the entire simulation changes. There are many possible outcomes
I'm showing here what looks to be 'primordial topological black holes', whether they're literal black holes or maybe something else I haven't directly probed, I only just achieved this stage 2 nights ago if that.
I'm hoping this can reach some people who are interested in this kind of stuff, I think it looks promising, it looks cool. It might not be the answer to anything at all, or maybe its something useful in the long term. Either way, it took me a lot of work to build this simulation and many many iterations and failed attempts
Oh and the simulation itself. No rays, no real 'sim' or game engine. No 3D modeling, no 3D software. I used raytracing logic to calculate for angles for one particular viewing mode, but even there.. no rays bouncing around. This is all done in webGL, I host the simulations on a local server and run them in a browser on my macbook air. My poor macbook air. Lol.
I will post open source links to related repos in the comments.
The song in the video is Cradled Abyss by Joshua Kyan Aalampour