Code of Azeroth: A Guide to Computational Cosmology for Gamers
Code of Azeroth: A Guide to Computational Cosmology for Gamers
Subtitle: Understanding the Source Code of the Universe through World of Warcraft
(Understanding the Source Code of the Universe through World of Warcraft)
Preface
Book Structure
Volume I: The Order of Titans (Axiomatic Framework)
(Volume I: The Order of Titans - Axiomatic Framework)
Chapter 1: Foundations of the Emerald Dream (Computational Ontology)
(Chapter 1: Foundations of the Emerald Dream - Computational Ontology)
- 1.1 The Mana Cap (Axiom of Finite Information)
- 1.2 The Engine of Creation (Turing Completeness of Physical Systems)
- 1.3 Loot Exists Only When Dropped (Computable Definition of Existence)
Chapter 2: The Server-Client Mapping (Holographic Equivalence Principle)
(Chapter 2: The Server-Client Mapping - Holographic Equivalence Principle)
- 2.1 The Global Server State (Global Unitary Model)
- 2.2 The Client View (Local Interactive Automaton)
- 2.3 The Interface Protocol (Stinespring-Turing Isomorphism)
Volume II: Rendering the World (Emergence of Spacetime)
(Volume II: Rendering the World - Emergence of Spacetime)
Chapter 3: Lag and Latency Limits (Causal Connectivity)
(Chapter 3: Lag and Latency Limits - Causal Connectivity)
- 3.1 Max Transfer Rate (Lieb-Robinson Bound and the Speed of Light)
- 3.2 Raid Synchronization (The Information-Theoretic Origin of Special Relativity)
Chapter 4: Resolution and Draw Distance (Holographic Principle)
(Chapter 4: Resolution and Draw Distance - Holographic Principle)
- 4.1 The Boundary Code (Area Law of Entanglement Entropy)
- 4.2 Resource Compression (Holographic Compression)
Chapter 5: The Weight of Data (Entropic Nature of Gravity)
(Chapter 5: The Weight of Data - Entropic Nature of Gravity)
- 5.1 Server Load and Curved Spacetime (Complexity)
- 5.2 The Physics Engine Rules (Statistical Mechanical Derivation of Einstein Equations)
Volume III: Pixels and Mechanics (Microscopic Dynamics)
(Volume III: Pixels and Mechanics - Microscopic Dynamics)
Chapter 6: Rendering on Demand (Lazy Evaluation)
(Chapter 6: Rendering on Demand - Lazy Evaluation)
- 6.1 Resolution Limits (Arithmetic Roots of Heisenberg’s Uncertainty)
- 6.2 Textures vs Models (Complementarity Principle and Data Compression)
Chapter 7: Loading the Instance (Algorithmic Solution to Measurement)
(Chapter 7: Loading the Instance - Algorithmic Solution to Measurement)
- 7.1 Entering the Zone (Collapse as Instantiation)
- 7.2 Loot Roll (Delayed Choice and Historical Consistency)
Volume IV: The Player (Observer, Cybernetics, and Ultimate Causality)
(Volume IV: The Player - Observer, Cybernetics, and Ultimate Causality)
Chapter 8: The Player Behind the Screen (I/O Interface)
(Chapter 8: The Player Behind the Screen - I/O Interface)
Chapter 9: MMO Protocol
(Chapter 9: MMO Protocol)
- 9.1 Distributed Consensus (Objectivity as Nash Equilibrium)
- 9.2 Collision Detection (Pauli Exclusion with Information Theory)
Chapter 10: Retconning the Lore (Retrocausality)
(Chapter 10: Retconning the Lore - Retrocausality)
- 10.1 The Loop Legend (Closed Timelike Curves and Consistency)
- 10.2 System Bootstrap (The Self-Compiling Loop)
- 10.3 The Ultimate Quest (To Compute Itself)