Simulation of Point Charge Nature

Point charge era science and technology development requires a rich set of simulation capabilities often customized for particular research and applications. Here are several tactical and strategic ideas related to the scope of simulation technologies needed for the NPQG era.

Simulation brainstorm.

  • A path could be implemented as a series of <x,y,z,t> tuples.
    • If we use 64 bit data types, a tuple is 32 bytes
  • The storage and processing of paths are likely to be important factors that constrain the simulation scale.
  • I presume there are advanced technologies available for storage and processing of Euclidean paths that could be used or enhanced for point charge simulation.
    • There may be a range of technologies depending on the application being simulated.
  • For now, we will use the simple canonical data type of a path.
  • Likewise there may be optimizations for various proximities, velocities, or energies of point charges.
    • We may change simulation parameters per sub-assembly.
    • This could be efficient if they are at vastly different frequencies.
    • Distant point charges might be approximated by a floating potential ground.
  • At the highest level, for every simulation time step we must identify all action interactions from the entire path history of all point charges in the simulation.
    • The velocity of the emitter and the velocity of the receiver are also factors in the action
    • Net action is the superposition of all action.