Show HN: Procedural universe generation without N-body loops
Show HN: Procedural universe generation without N-body loops PJHkorea / time-density-tension Public Notifications You must be signed in to change notification settings Fork 0 Star 0 Branches Tags Open more actions menu Latest commit History 542 Commits 542 Commits Folders and files Name Name Last commit message Last commit date docs docs examples examples src src tests tests LICENSE LICENSE README.md README.md THEORY.md THEORY.md Repository files navigation TDT-Engine: Geometric Dimension-Inversion Architecture for High-Fidelity Universe Simulation This project is a computer software engine designed to dramatically reduce the heavy computational resource consumption of conventional Large-Scale Structure (LSS) cosmic simulations. The formulations and terminal execution logs specified in this documentation completely eliminate N-body particle loops, serving as the computational specification of high-precision geometric mechanics implemented through dimensional reduction mapping and spacetime tension lattice transitions.
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- PJHkorea / time-density-tension Public Notifications You must be signed in to change notification settings Fork 0 Star 0 Branches Tags Open more actions menu Latest commit History 542 Commits 542 Commits Folders and files Name Name Last commit message Last commit date docs docs examples examples src src tests tests LICENSE LICENSE README.md README.md THEORY.md THEORY.md Repository files navigation TDT-Engine: Geometric Dimension-Inversion Architecture for High-Fidelity Universe Simulation This project is a computer software engine designed to dramatically reduce the heavy computational resource consumption of conventional Large-Scale Structure (LSS) cosmic simulations.
- The formulations and terminal execution logs specified in this documentation completely eliminate N-body particle loops, serving as the computational specification of high-precision geometric mechanics implemented through dimensional reduction mapping and spacetime tension lattice transitions.
- For a deeper theoretical understanding of the engine's core mechanics, please refer to THEORY.md and the comprehensive documentation in the docs/ directory.Below is the verified terminal output generated by the geometry engine.
- The accompanying code snippets serve as a Proof-of-Concept (PoC) implementation; you are welcome to adapt and extend these examples to fit your specific research or simulation requirements.
- ⚙️ Hardware Acceleration Host Infrastructure Spec (PoC) examples/tdt_graphics_pipeline_host.cpp (DirectX 12 Core Execution Backbone) This host infrastructure functions as the low-level hardware orchestration layer designed to bind the a priori mathematical invariants directly into the GPU registers, achieving high-throughput branchless parallel tensor evaluation over massive simulation scales.
- Hardware-Enforced Constant Buffer Alignment ( b0 Binding): To satisfy the rigid hardware constraints of DirectX 12, the TDTCosmicConstants structure embeds a strict compile-time alignas(256) boundary.