Hi My name is Pete and this is my first post. I'm a few months away from finishing a degree in mathematics.(adsbygoogle = window.adsbygoogle || []).push({});

I'm planning to program a simulation of near light speed travel (not for school, just for personal interest). I'm looking to understand this topic better. I went to a seminar on hyperbolic geometry and discovered that at near lightspeed real space stops being quite so euclidean. I found this interesting and now i'm curious how this (and the other effects of high speeds) could be simulated.

The simulation is in the context of a game so it will have to be able to be in real-time, hence computationally inexpensive; I don't mind approximating things.

What I am most interested in is what will be observed by the player who is traveling at say 0.9c. I want to understand how will the visual aspects be distorted as one approaches lightspeed. These needn't be perfectly simulated but it would be nice to at least give the player a feeling of what traveling really fast is like.

things that i believe will happen from the perspective of spacecraft:

are there other things i should be aware of? Have i gotten anything wrong/backward? Any comments/links etc. would be greatly appreciated, thankyou for your time.

- time distortion

Distortion of time will be done via the lorentz transformation but repositioning objects via lorentz transforms might be a bit CPU and intensive since the will be a great number of objects.

- reduced in angle for the field of vision

I'm working on an angular transformation dependent on speed, i'll let you all know if i come up with anything of substance. I just need to put it into maple and find a symbolic transformation rather than a graphical one.

- contraction of spacecraft
- blue shift

-Pete

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# 3d simulation of special relativity

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