Comment on Which is it Lemmy?
ericwdhs@discuss.online 3 days agoI think I see exactly where you’re going with this, but let’s just say the cube is defined to be at rest with the portal approaching at 1 m/s.
Comment on Which is it Lemmy?
ericwdhs@discuss.online 3 days agoI think I see exactly where you’re going with this, but let’s just say the cube is defined to be at rest with the portal approaching at 1 m/s.
Bytemeister@lemmy.world 3 days ago
Alright. Cube is moving at 0 m/s (or at rest) and the portal moves over the cube. How fast is the cube moving?
ericwdhs@discuss.online 3 days ago
0 m/s relative to the chosen inertial reference frame, 1 m/s relative to the portal entry, and 1 m/s relative to the portal exit.
Bytemeister@lemmy.world 3 days ago
Woah woah woah woah. I thought relative movements were not real. We’re talking in terms your worldlines here.
This was you BTW…
So please, I ask again, how fast is the box moving when the portal is passed over it at 1 m/s?
ericwdhs@discuss.online 3 days ago
Sorry. Lol. I used some shorthand I didn’t think I’d need to defend based on earlier statements, but for clarity:
Expanding out my last statement:
The box is initially moving 0 m/s in the inertial reference frame we defined to be at rest.
The portion of the box that has not yet crossed the portal boundary is moving 1 m/s in the inertial reference frame the entry portal is currently at rest in (valid due to the continuity in spacetime across the measurement between them).
The portion of the box that has already crossed the portal boundary is moving 1 m/s in the inertial reference frame the exit portal is currently at rest in (valid due to the continuity in spacetime across the measurement between them).
There are additional possible declarations to make if the portal boundary is a non-zero volume instead of a plane of instantaneous transition, but the games’ interpretation of portals constrains that to either be zero or close enough to zero to not matter for the end result. Let me know if you want me to expand on that too.