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Designers prototype because design is an iterative process, and using a prototyping tool allows us to go through those iterations without the delay and cost of coding.
But sooner or later, that prototype has to get implemented as code with real world data, and that's when our problems start. Maybe a text area needs to be bigger, or different screen sizes throw off your carefully crafted proportions. Sometimes the coders simply cannot implement exactly what we've designed, and then it is back to the drawing boards.
But what if we could prototype in code, and your designs came to life immediately with real data?
Coders want to create value by writing new features. We also like to write code that is reusable. We don't like special cases, glue, and boilerplate.
What if you had an easy way to package reusable code components so that designers could simply use them to assemble an app out of components that you wrote — and debugged — before the designer even started on a project?
And what if the output of the design assembly was still your code inside a clean React scaffolding (and not some weird framework by a GUI tool vendor trying to lock you into their solution)? What if it also integrated with Git for version control, so you know exactly which code came from the tool?
Testers and Operations want to use real data during design and test to minimize surprises in production.
What if ops could provide endpoints for data and change them as often as they needed to without triggering any code rewrites or regression testing?
Download the latest beta releases
For MacFor WindowsFor LinuxA Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player’s own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience.
Download our PowerPoint presentation about the relativistic effects in the game: PPTPPTX
OpenRelativity
A Slower Speed of Light was created using OpenRelativity, an open-source toolkit for the Unity game development environment. Intended for game developers, educators, and anyone interested in physics, OpenRelativity can help people create, test, and share experiments to explore the effects of special relativity.
Requirements
A Slower Speed of Light has been tested on computers with the configurations listed below.
- Intel Core 2 Duo T9900 or Core i7 (2.8GHz clock speed)
- Windows 7, Mac OS X 10.6.8 (Snow Leopard) or higher, and Linux (Ubuntu 13)
- AMD Radeon HD 6970M/AMD Mobility Radeon HD 4850/Nvidia GeForce 9600M GT
- 8GB RAM
Screenshots
Posters
Credits
Gerd KortemeyerProduct Owner
Philip TanStaff Liaison
Ryan CheuProgrammer
Ebae KimArtist, Designer
Zach SherinProgrammer, QA Lead
Sonny SidhuProducer, Designer
Abe SteinAudio Design, Music
Press Inquiries
For high-resolution screenshots, please download our press packet
For press inquiries, contact Philip Tan: [email protected]
Technical Support and Bug Reports
Please direct bug reports, technical questions, and problems to [email protected].
Some users have reported that the game may run on Windows XP and 2GB RAM. A known bug will crash the game on computers with some Intel graphics chipsets (the beta version might fix this issue).
To run the game, Windows users with multiple graphics processors may need to right-click the game’s application icon, select ‘Run with graphics processor,’ and choose the option that is not marked as the default.
To start the game on Linux in a different screen resolution, use one of the following options from the command line inside the game folder, replacing
screenwidth
and screenheight
with your width and height of your screen in pixels:Download Free Games Mac
- 32-bit:
./'A Slower Speed of Light.x86' -screen-width [screenwidth] -screen-height [screenheight]
- 64-bit:
./'A Slower Speed of Light.x86_64' -screen-width [screenwidth] -screen-height [screenheight]
- Example:
./'A Slower Speed of Light.x86_64' -screen-width 1280 -screen-height 720
You can also adjust other Linux game settings from the command line. Here is the full list of command-line options for all platforms.
Publications
Prototype Game Free For Mac Games
Zachary W. Sherin, Ryan Cheu, Philip Tan, and Gerd Kortemeyer, (2016): Visualizing Relativity: the OpenRelativity Project, American Journal of Physics 84, 369-374
Gerd Kortemeyer, Philip Tan, and Steven Schirra, (2013): A Slower Speed of Light: Developing intuition about special relativity with games FDG 2013, FDG ‘13 Proceedings of the International Conference on the Foundations of Digital Games. ACM New York, NY, USA p. 400-402
Online Games For Mac
Gerd Kortemeyer, Jordan Fish, Jesse Hacker, Justin Kienle, Alexander Kobylarek, Michael Sigler, Bert Wierenga, Ryan Cheu, Ebae Kim, Zach Sherin, Sonny Sidhu, and Philip Tan, (2013): Seeing and Experiencing Relativity – A New Tool for Teaching? The Physics Teacher