Dennis Sugden
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Several years ago, after reading about Wheeler's quantum foam, I wondered what would happen if you used wormhole propogation and a quality in some wormhole positions to prefer taking the shortest distance to the next position (mass) to try to reproduce effects similar to gravity. I had also just read about gravity "corridors" used by NASA and I wanted to see what they were like.
I programed my computer to start at three (mass) positions; one a factor of 100, one of 10, and one of 1. [this is all 2D] As I wasn't concerned to exactly match gravity an arbitrary length was established as the unconstrained wormhole length. I don't remember exactly what it was. I remember I chose it to make it easier to shade colors on my screen display. Then at each mass position and at each point on the screen going in circles around the (masses) a value of that wormhole length was calculated. eg at point (mass 1) length = Arbitrary/2; point (mass 1-1) = Arbitrary/2; point (mass1-2) = Arbitrary /4; etc.
When all points had been calculated each mass randomly moved to the new calculated level but preferred a new position that involved the shortest length.
On the computer I had then this ran forever but as I was shading screen colors to show short to long points I could watch it slowly change.
Point is I got curvatures that bent hypothetical light rays and even frame dragging. And I got to look at my gravity corridors.
Marcus, does this in any way connect to the models some of your posts refer to?
I programed my computer to start at three (mass) positions; one a factor of 100, one of 10, and one of 1. [this is all 2D] As I wasn't concerned to exactly match gravity an arbitrary length was established as the unconstrained wormhole length. I don't remember exactly what it was. I remember I chose it to make it easier to shade colors on my screen display. Then at each mass position and at each point on the screen going in circles around the (masses) a value of that wormhole length was calculated. eg at point (mass 1) length = Arbitrary/2; point (mass 1-1) = Arbitrary/2; point (mass1-2) = Arbitrary /4; etc.
When all points had been calculated each mass randomly moved to the new calculated level but preferred a new position that involved the shortest length.
On the computer I had then this ran forever but as I was shading screen colors to show short to long points I could watch it slowly change.
Point is I got curvatures that bent hypothetical light rays and even frame dragging. And I got to look at my gravity corridors.
Marcus, does this in any way connect to the models some of your posts refer to?