⚛ Simulation Rules
Particle (blue-white)
P + P, angle < θ→ merge into Chain(2)
P + P, else→ elastic bounce
P + Plane→ no collision (pass through)
P + Object→ no collision (pass through)
Chain (blue-white)
Chain + P, angle < θ→ P attaches to nearest end
Chain + P, anti-parallel AND |Δspeed| < θ→ end particle knocked off
Chain + Chain, angle < θ→ merge into Plane
Chain + Chain, anti-parallel→ each loses one end particle
Chain + Object→ no collision (pass through)
Chain + else→ elastic bounce
Plane (yellow)
Plane + Chain, angle < θ→ chain joins as new row of plane
Plane + Chain, anti-parallel→ plane ejects one chain at avg speed
Plane + Plane, angle < θ→ merge into Object (perpendicular)
Plane + Plane, anti-parallel→ each ejects one chain at avg speed
Plane + Object, angle < θ→ plane joins object as new face
Plane + Object, anti-parallel→ object ejects one plane at avg speed
Plane + Particle→ no collision (pass through)
Plane + else→ elastic bounce
3D Object (red)
Object + Object, angle < θ, Grow Dims OFF→ merge into larger 3D Object
Object + Object, angle < θ, Grow Dims ON→ merge into 4D object (cyan)
Object + Object, anti-parallel→ each ejects one plane at avg speed
Object + Plane, angle < θ→ plane joins object as new face
Object + Plane, anti-parallel→ object ejects one plane at avg speed
Object + Chain→ no collision (pass through)
Object + Particle→ no collision (pass through)
Object + else→ elastic bounce
4D+ Hyper-objects (cyan / magenta / orange …)
nD + nD, same dimension, angle < θ→ merge into (n+1)D object
nD + nD, same dimension, anti-parallel→ each ejects one layer, drops to (n−1)D
nD + mD, different dimensions→ elastic bounce (no merge)
nD + any lower-dim object→ no collision (pass through)
Colors: 4D cyan · 5D magenta · 6D orange · 7D lime · 8D pink · 9D+ white