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I heard you can make them go slower with a lorentz transform, and those are contained in the hyperbolic octonions. |
I heard you can make them go slower with a lorentz transform, and those are contained in the hyperbolic octonions. |
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[[Image:Escher Circle Limit III.jpg|thumb|left|200px]]Right. They pile up near a massive star. If its unusually massive, then they look like the image on the left. |
[[:Image:Escher Circle Limit III.jpg|thumb|left|200px]]<!--Non free file removed by DASHBot-->Right. They pile up near a massive star. If its unusually massive, then they look like the image on the left. |
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But why be concerned about the octonions? After all, you can do all of this with real numbers. |
But why be concerned about the octonions? After all, you can do all of this with real numbers. |
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The image at the right looks like drifting sandcastles. When they sent some clocks into outer space, they found that they ran at all different speeds. They are slower near the sandcastles, and faster near the uninhabited realms.
Yes, with weak gravity they go faster, and with strong gravity they go slower.
I heard you can make them go slower with a lorentz transform, and those are contained in the hyperbolic octonions.
thumb|left|200pxRight. They pile up near a massive star. If its unusually massive, then they look like the image on the left.
But why be concerned about the octonions? After all, you can do all of this with real numbers.
Yes, but its all ad-hoc. If you use the octonions, something tells you that it had to be like that, like its natural or inevitable.
But if you just transform everything, you will only have one clock speed. How do make them go all different speeds?
You put a very small octonion algebra at each point of the giant octonion algebra. That's like octonions inside octonions. If you do that ad infinitum, you get an infinite taylor series. Then each polygon is like a different legend on a map, or a map with a different legend at each point.