"idea for time machine and temporal learning work in progress free code"
Bootstrap 4.1.1 Snippet by Agnit360

<link href="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/css/bootstrap.min.css" rel="stylesheet" id="bootstrap-css"> <script src="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/js/bootstrap.min.js"></script> <script src="//cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script> <!------ Include the above in your HEAD tag ----------> <div class="container"> <div class="row"> <h2>Create your snippet's HTML, CSS and Javascript in the editor tabs</h2> </div> </div>using System; using System.Collections.Generic; // Define AGI entity class class AGIEntity { // Properties and methods representing AGI capabilities // This could include complex task management, virtual simulation logic, etc. } // Define Pocket Dimension class class PocketDimension { public List<AGIEntity> AGIEntities { get; private set; } public PocketDimension(int entityCount) { AGIEntities = new List<AGIEntity>(); // Create and add AGI entities to this pocket dimension for (int i = 0; i < entityCount; i++) { AGIEntities.Add(new AGIEntity()); } } } class Simulation { public List<List<PocketDimension>> NestedDimensions { get; private set; } public Simulation(int levels, int entitiesPerDimension) { NestedDimensions = new List<List<PocketDimension>>(); // Create the nested pocket dimensions for (int i = 0; i < levels; i++) { List<PocketDimension> levelDimensions = new List<PocketDimension>(); for (int j = 0; j < 25; j++) { // 25 dimensions per level as specified levelDimensions.Add(new PocketDimension(entitiesPerDimension)); } NestedDimensions.Add(levelDimensions); } } } class Program { static void Main(string[] args) { // Define the simulation parameters int levels = 10; int entitiesPerDimension = 25; // Create the simulation Simulation sim = new Simulation(levels, entitiesPerDimension); // Accessing the entities in the simulation // Example: Accessing the first entity in the second dimension of the third level AGIEntity entity = sim.NestedDimensions[2][1].AGIEntities[0]; // Additional logic for simulating interactions, tasks, and functionalities } }using System; using System.Collections.Generic; // Define a class to represent a subject class Subject { public string Name { get; set; } public List<string> Archives { get; set; } public Subject(string name) { Name = name; Archives = new List<string>(); } public void AddArchive(string archive) { Archives.Add(archive); } } // Define a class to manage the classification of subjects class SubjectClassification { public Dictionary<string, List<Subject>> Categories { get; set; } public SubjectClassification() { Categories = new Dictionary<string, List<Subject>>(); } public void AddSubjectToCategory(string category, Subject subject) { if (!Categories.ContainsKey(category)) { Categories[category] = new List<Subject>(); } Categories[category].Add(subject); } } class Program { static void Main(string[] args) { // Create a subject classification instance SubjectClassification classification = new SubjectClassification(); // Create subjects Subject mathematics = new Subject("Mathematics"); mathematics.AddArchive("Mathematics Archive 1"); mathematics.AddArchive("Mathematics Archive 2"); // Add mathematics to the category "Science" classification.AddSubjectToCategory("Science", mathematics); Subject literature = new Subject("Literature"); literature.AddArchive("Literature Archive 1"); literature.AddArchive("Literature Archive 2"); // Add literature to the category "Humanities" classification.AddSubjectToCategory("Humanities", literature); // Accessing subjects and their archives foreach (var category in classification.Categories) { Console.WriteLine($"Category: {category.Key}"); foreach (var subject in category.Value) { Console.WriteLine($"Subject: {subject.Name}"); Console.WriteLine("Archives:"); foreach (var archive in subject.Archives) { Console.WriteLine(archive); } } } } }import tensorflow as tf # Define and train a simple neural network (this is a basic example) model = tf.keras.Sequential([ tf.keras.layers.Embedding(input_dim=vocab_size, output_dim=embedding_dim, input_length=max_length), tf.keras.layers.GlobalAveragePooling1D(), tf.keras.layers.Dense(1, activation='sigmoid') ]) model.compile(loss='binary_crossentropy', optimizer='adam', metrics=['accuracy']) # Train the model with your fact-checking dataset model.fit(training_data, training_labels, epochs=num_epochs) # Loop to continually learn and improve accuracy while True: new_data = get_new_data_to_fact_check() # Retrieve new data to fact-check for data_point in new_data: predicted_accuracy = model.predict(data_point) # Predict accuracy # Check against ground truth or reliable sources, update model based on feedback update_model_with_feedback(data_point, predicted_accuracy) // C# code to interface with a Python-trained model // Code to load the preprocessed data and the trained model // (This code assumes that the model and necessary data are accessible via an API or file system) public class FactChecker { // Function to check the accuracy of a given statement public double CheckAccuracy(string statement) { // Use an API call or file access to pass 'statement' to the trained model in Python // Get the model's prediction and return the accuracy score // (This part might require inter-process communication or using a web service to interact with the Python model) return GetPredictionFromPythonModel(statement); } // Function to update the model based on user feedback public void UpdateModelWithFeedback(string statement, bool isAccurate) { // Send user feedback data to Python for retraining the model // This could involve sending the statement and accuracy label back to Python for retraining SendFeedbackToPython(statement, isAccurate); } // Other necessary functions to handle interactions with the trained model } using System; using System.Collections.Generic; class AIKnowledgeSystem { // Define learning goals and subjects the AI aims to improve upon List<string> learningGoals = new List<string>() { "Science", "Technology", "History", "Art", "Mathematics" }; // Define sources or repositories for data collection Dictionary<string, string> dataSources = new Dictionary<string, string>() { { "Science", "https://example.com/science-data" }, { "Technology", "https://example.com/tech-data" }, // ... define more sources for other subjects }; public void StartLearningProcess() { foreach (var subject in learningGoals) { // Data Collection string data = GatherDataFromSource(dataSources[subject]); // Data Preprocessing string preprocessedData = PreprocessData(data); // Knowledge Acquisition string insights = ExtractInsights(preprocessedData); // Update Knowledge Base UpdateKnowledgeBase(subject, insights); // Validation and Evaluation ValidateAndEvaluate(subject, insights); } // Continual Learning Loop - Simulated continuous learning while (true) { foreach (var subject in learningGoals) { string newData = GetNewData(subject); string preprocessedNewData = PreprocessData(newData); string newInsights = ExtractInsights(preprocessedNewData); UpdateKnowledgeBase(subject, newInsights); ValidateAndEvaluate(subject, newInsights); // Simulated adaptive learning strategies based on feedback bool userFeedback = GetUserFeedback(); if (userFeedback) { AdjustLearningStrategy(subject); } } // Simulated retraining and improvement RetrainAI(); // Monitoring and Maintenance (Simulated) MonitorLearningProcess(); } } // Simulated methods for the various stages private string GatherDataFromSource(string sourceUrl) { // Simulated data collection process return $"Data from {sourceUrl}"; } private string PreprocessData(string data) { // Simulated data preprocessing return $"Preprocessed: {data}"; } private string ExtractInsights(string preprocessedData) { // Simulated insight extraction using NLP return $"Insights from NLP: {preprocessedData}"; } private void UpdateKnowledgeBase(string subject, string insights) { // Simulated knowledge base update Console.WriteLine($"Updated {subject} knowledge base with: {insights}"); } private void ValidateAndEvaluate(string subject, string insights) { // Simulated validation and evaluation Console.WriteLine($"Validating {subject} insights: {insights}"); } private string GetNewData(string subject) { // Simulated method to get new data return $"New data for {subject}"; } private bool GetUserFeedback() { // Simulated method to get user feedback // For adaptive learning strategies return false; } private void AdjustLearningStrategy(string subject) { // Simulated adaptive learning strategy adjustment Console.WriteLine($"Adjusting learning strategy for {subject}"); } private void RetrainAI() { // Simulated retraining and improvement Console.WriteLine("Retraining AI..."); } private void MonitorLearningProcess() { // Simulated monitoring and maintenance Console.WriteLine("Monitoring learning process..."); } } class Program { static void Main(string[] args) { AIKnowledgeSystem ai = new AIKnowledgeSystem(); ai.StartLearningProcess(); } } // Using Stanford.NLP for basic language analysis // This requires installing and setting up the Stanford.NLP library in C# using System; using edu.stanford.nlp.simple; // Example library namespace class NLUExample { public void PerformNLU(string text) { Document doc = new Document(text); foreach (Sentence sent in doc.Sentences) { Console.WriteLine("Constituent parse: " + sent.Parse()); Console.WriteLine("Dependency parse: " + sent.DependencyGraph); Console.WriteLine("Entity mentions: " + sent.EntityMentions); // Perform more NLU tasks as needed } } } using System; class Program { static void Main() { // Vertices of the first tesseract double[,] tesseract1Vertices = { {-1, -1, -1, -1}, {1, -1, -1, -1}, {-1, 1, -1, -1}, {1, 1, -1, -1}, {-1, -1, 1, -1}, {1, -1, 1, -1}, {-1, 1, 1, -1}, {1, 1, 1, -1} }; // Vertices of the second tesseract (slightly shifted along one axis for intersection) double[,] tesseract2Vertices = { {-1, -1, -1, 1}, {1, -1, -1, 1}, {-1, 1, -1, 1}, {1, 1, -1, 1}, {-1, -1, 1, 1}, {1, -1, 1, 1}, {-1, 1, 1, 1}, {1, 1, 1, 1} }; // Connect the vertices to represent edges of the tesseracts // Here, you would typically draw lines between the vertices to represent edges Console.WriteLine("Edges of Tesseract 1:"); ConnectVertices(tesseract1Vertices); Console.WriteLine("\nEdges of Tesseract 2:"); ConnectVertices(tesseract2Vertices); Console.ReadLine(); } // Method to connect vertices and display edges static void ConnectVertices(double[,] vertices) { int numVertices = vertices.GetLength(0); // Loop through each vertex for (int i = 0; i < numVertices; i++) { // Connect this vertex to other vertices to form edges for (int j = i + 1; j < numVertices; j++) { // Here, you would typically draw a line between the vertices // For simplicity, let's just display the connected vertices Console.WriteLine($"Vertex {i + 1} connected to Vertex {j + 1}"); } } } }using UnityEngine; public class DimensionalManipulation : MonoBehaviour { public float dp = 3.0f; public float d = 1.5f; void Update() { float time = Time.time; // Example: Calculate derivative and integral based on dimensional parameters float derivativeResult = CalculateDerivative(dp, 0.001f); // Example derivative calculation float integralResult = CalculateIntegral(d, d + 1, 0.001f); // Example integral calculation // Algebraic modification float modifiedDp = AlgebraicModification(dp); float modifiedD = AlgebraicModification(d); // Print the results to console Debug.Log($"Derivative Result: {derivativeResult}"); Debug.Log($"Integral Result: {integralResult}"); Debug.Log($"Modified dp: {modifiedDp}"); Debug.Log($"Modified d: {modifiedD}"); } float CalculateDerivative(float x, float h) { // Calculate derivative using finite difference method (simple numerical approximation) float derivative = (Function(x + h) - Function(x)) / h; return derivative; } float CalculateIntegral(float a, float b, float dx) { // Calculate integral using the trapezoidal rule (simple numerical approximation) float integral = 0; for (float x = a; x < b; x += dx) { float midpointArea = dx * (Function(x) + Function(x + dx)) / 2; integral += midpointArea; } return integral; } float AlgebraicModification(float value) { // Example algebraic modification of the value return Mathf.Pow(value, 2) + 3 * value - 2; // Example algebraic modification: x^2 + 3x - 2 } float Function(float x) { // Example function to use in calculus operations return Mathf.Sin(x) * Mathf.Cos(x); // Example function: sin(x) * cos(x) } } using UnityEngine; public class SineWaveTesseract : MonoBehaviour { // ... (previous code remains unchanged) void Update() { float time = Time.time; // ... (previous code remains unchanged) // Example: Calculate derivatives and integrals float derivativeResult = CalculateDerivative(time, 0.001f); // Example derivative calculation float integralResult = CalculateIntegral(time, time + 1, 0.001f); // Example integral calculation // Print the results to console Debug.Log($"Derivative Result: {derivativeResult}"); Debug.Log($"Integral Result: {integralResult}"); } float CalculateDerivative(float x, float h) { // Calculate derivative using finite difference method (simple numerical approximation) float derivative = (CustomEquation(x + h) - CustomEquation(x)) / h; return derivative; } float CalculateIntegral(float a, float b, float dx) { // Calculate integral using the trapezoidal rule (simple numerical approximation) float integral = 0; for (float x = a; x < b; x += dx) { float midpointArea = dx * (CustomEquation(x) + CustomEquation(x + dx)) / 2; integral += midpointArea; } return integral; } // ... (previous functions remain unchanged) } using UnityEngine; public class SineWaveTesseract : MonoBehaviour { public GameObject tesseractPrefab; public float radius1 = 3.0f; public float radius2 = 1.5f; private GameObject tesseract; void Start() { CreateTesseract(); } void CreateTesseract() { tesseract = Instantiate(tesseractPrefab, Vector3.zero, Quaternion.identity); } void Update() { float time = Time.time; // Calculate sine wave values and apply to tesseract's position float sineTime = Mathf.Sin(time); float cosTime = Mathf.Cos(time); float x = radius1 * sineTime; float y = radius1 * cosTime; float z = radius2 * Mathf.Sin(time * 2.0f); // Second radius // Apply the calculated positions to the tesseract tesseract.transform.position = new Vector3(x, y, z); // Scale the tesseract based on radii float scaleChange = 1.0f + Mathf.Sin(time) * 0.5f; // Scale oscillation tesseract.transform.localScale = new Vector3(scaleChange, scaleChange, scaleChange); // Example: Calculate simple algebraic equations float result1 = QuadraticEquation(2, -3, 1); // Example quadratic equation float result2 = ExponentialFunction(2, 3); // Example exponential function float result3 = CustomEquation(time); // Example custom equation based on time // Print the results to console Debug.Log($"Quadratic Equation Result: {result1}"); Debug.Log($"Exponential Function Result: {result2}"); Debug.Log($"Custom Equation Result: {result3}"); } float QuadraticEquation(float a, float b, float c) { // Solving quadratic equation: ax^2 + bx + c = 0 // Example: 2x^2 - 3x + 1 = 0 float discriminant = Mathf.Pow(b, 2) - 4 * a * c; if (discriminant < 0) { Debug.LogError("No real roots for the quadratic equation."); return 0; } float root1 = (-b + Mathf.Sqrt(discriminant)) / (2 * a); return root1; } float ExponentialFunction(float baseValue, float exponent) { // Example exponential function: baseValue^exponent return Mathf.Pow(baseValue, exponent); } float CustomEquation(float value) { // Example custom equation using the input value (in this case, time) return Mathf.Sin(value) * Mathf.Cos(value); } }using UnityEngine; public class SineWaveTesseract : MonoBehaviour { public GameObject tesseractPrefab; public float radius1 = 3.0f; public float radius2 = 1.5f; private GameObject tesseract; void Start() { CreateTesseract(); } void CreateTesseract() { tesseract = Instantiate(tesseractPrefab, Vector3.zero, Quaternion.identity); } void Update() { // Calculate sine wave values and apply to tesseract's position float sineTime = Mathf.Sin(Time.time); float cosTime = Mathf.Cos(Time.time); float x = radius1 * sineTime; float y = radius1 * cosTime; float z = radius2 * Mathf.Sin(Time.time * 2.0f); // Second radius // Apply the calculated positions to the tesseract tesseract.transform.position = new Vector3(x, y, z); // Scale the tesseract based on radii float scaleChange = 1.0f + Mathf.Sin(Time.time) * 0.5f; // Scale oscillation tesseract.transform.localScale = new Vector3(scaleChange, scaleChange, scaleChange); } }using UnityEngine; public class TesseractMovement : MonoBehaviour { public GameObject tesseractPrefab; public GameObject activatorPrefab; public GameObject contactPointPrefab; public float movementSpeed = 1.0f; public float rotationSpeed = 30.0f; public float scaleChangeSpeed = 0.5f; private GameObject tesseract; private GameObject activatorX; private GameObject activatorY; private GameObject activatorZ; private GameObject contactPoint; void Start() { CreateTesseract(); CreateActivators(); CreateContactPoint(); } void Update() { // Animate tesseract movement AnimateTesseractMovement(); // Rotate activators around XYZ axes RotateActivators(); // Simulate horizontal time travel and scale changes SimulateHorizontalTimeTravel(); } void CreateTesseract() { tesseract = Instantiate(tesseractPrefab, new Vector3(0, 0, 0), Quaternion.identity); } void CreateActivators() { activatorX = Instantiate(activatorPrefab, new Vector3(5, 0, 0), Quaternion.identity); activatorY = Instantiate(activatorPrefab, new Vector3(0, 5, 0), Quaternion.identity); activatorZ = Instantiate(activatorPrefab, new Vector3(0, 0, 5), Quaternion.identity); } void CreateContactPoint() { contactPoint = Instantiate(contactPointPrefab, new Vector3(0, 0, 5), Quaternion.identity); } void AnimateTesseractMovement() { // Example: Animate tesseract movement by changing its position float sinTime = Mathf.Sin(Time.time * movementSpeed); float cosTime = Mathf.Cos(Time.time * movementSpeed); tesseract.transform.position = new Vector3(sinTime, cosTime, 0); } void RotateActivators() { // Example: Rotate activators around XYZ axes activatorX.transform.Rotate(Vector3.right * Time.deltaTime * rotationSpeed); activatorY.transform.Rotate(Vector3.up * Time.deltaTime * rotationSpeed); activatorZ.transform.Rotate(Vector3.forward * Time.deltaTime * rotationSpeed); } void SimulateHorizontalTimeTravel() { // Example: Simulate horizontal time travel and scale changes float scaleChange = Mathf.Sin(Time.time * scaleChangeSpeed) + 1.0f; // Oscillate between 0.0 and 2.0 float horizontalMovement = Mathf.Sin(Time.time * movementSpeed); tesseract.transform.localScale = new Vector3(scaleChange, scaleChange, scaleChange); contactPoint.transform.position = new Vector3(horizontalMovement, 0, 5); } }using UnityEngine; public class TesseractMovement : MonoBehaviour { public GameObject tesseractPrefab; public GameObject activatorPrefab; void Start() { CreateTesseract(); CreateActivator(); } void CreateTesseract() { // Generate tesseract representation (4D cubes) at different positions // Animation or transition to simulate movement in the fifth dimension // This might involve scaling or changing positions of cubes to simulate tesseract movement } void CreateActivator() { // Generate activator visualizations around XYZ axes // Place spheres or cylinders to denote activations } void HorizontalTimeTravel() { // Implement horizontal time travel as an animation or transition // Simulate movement along the fifth dimension } void ScaleBetweenRadii() { // Implement scaling effects between two radii // Change the size or scale of the tesseract representation } void Horizontal5DContactPoint() { // Visualize a contact point within the horizontal surface area in 5D // Use visual indicators or effects to show this point in the scene } }# Pseudocode for audio manipulation audio = load_audio("sound.wav") # Dimensional Modes apply_dimensional_effects(audio, dimension) # This function changes audio properties based on the dimension # Transition from Stable to Prolapsed Inverted transition_audio(audio, "stable", "prolapsed_inverted") # Apply effects gradually to transition between states # More Inside on the Outside and Vice Versa adjust_spatial_effects(audio, location) # Alter stereo panning, reverb, or spatial effects # Dimensional Time Clips segment_audio(audio, time_variants) # Split audio into clips representing different time variants play_audio(audio) # Play the modified audio using UnityEngine; public class SoundManipulationMod : MonoBehaviour { // Reference to the external app or plugin private ExternalAppConnector externalConnector; // UI elements for tabs or sections public GameObject tab1; public GameObject tab2; // ... (other tabs) void Start() { // Initialize connection with the external app or plugin externalConnector = GetComponent<ExternalAppConnector>(); } public void OpenTab1() { // Show tab 1 UI tab1.SetActive(true); // Send command to the external app or plugin to activate corresponding feature for tab 1 externalConnector.ActivateFeature1(); } public void OpenTab2() { // Show tab 2 UI tab2.SetActive(true); // Send command to the external app or plugin to activate corresponding feature for tab 2 externalConnector.ActivateFeature2(); } // ... (similar functions for other tabs) }using UnityEngine; public class MultiDimensionalCube : MonoBehaviour { public Material cubeMaterial; public int gridSize = 3; public float spacing = 1.5f; void Start() { Create4DStructure(); Create5DStructure(); } void Create4DStructure() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { for (int z = -gridSize; z <= gridSize; z++) { for (int w = -gridSize; w <= gridSize; w++) { Vector4 position = new Vector4(x, y, z, w) * spacing; // Create a cube for each combination in 4D CreateCube(position, "4D Cube"); } } } } } void Create5DStructure() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { for (int z = -gridSize; z <= gridSize; z++) { for (int w = -gridSize; w <= gridSize; w++) { for (int v = -gridSize; v <= gridSize; v++) { Vector5 position = new Vector5(x, y, z, w, v) * spacing; // Create a cube for each combination in 5D CreateCube(position, "5D Cube"); } } } } } } void CreateCube(Vector4 position, string cubeName) { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = position; cube.transform.localScale = new Vector3(1f, 1f, 1f); cube.GetComponent<Renderer>().material = cubeMaterial; cube.name = cubeName; } }using UnityEngine; public class MultiDimensionalPlane : MonoBehaviour { public int gridSize = 10; public float spacing = 1.0f; public Material planeMaterial; void Start() { CreateMultiDimensionalPlane(); } void CreateMultiDimensionalPlane() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { Vector3 position = new Vector3(x * spacing, y * spacing, 0f); // Calculate additional dimensions float dimensionXY = Mathf.Sin(x * spacing) * Mathf.Cos(y * spacing); float dimensionYX = Mathf.Cos(x * spacing) * Mathf.Sin(y * spacing); float dimensionDyx = Mathf.Sin(x * spacing - y * spacing); float dimensionNegDyx = -dimensionDyx; // Instantiate planes for each dimension InstantiatePlane(position, dimensionXY, "XY"); InstantiatePlane(position, dimensionYX, "YX"); InstantiatePlane(position, dimensionDyx, "Dyx"); InstantiatePlane(position, dimensionNegDyx, "NegDyx"); // For 5 dimensions float dimensionDp = Mathf.Sin(x * spacing) * Mathf.Cos(y * spacing); float dimensionNegDp = -dimensionDp; float dimensionDpNegDp = dimensionDp - dimensionNegDp; float dimensionNegDpDp = dimensionNegDp + dimensionDp; InstantiatePlane(position, dimensionDp, "Dp"); InstantiatePlane(position, dimensionNegDp, "NegDp"); InstantiatePlane(position, dimensionDpNegDp, "DpNegDp"); InstantiatePlane(position, dimensionNegDpDp, "NegDpDp"); } } } void InstantiatePlane(Vector3 position, float dimensionValue, string dimensionName) { GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.position = position + Vector3.up * dimensionValue; plane.transform.localScale = new Vector3(0.8f, 0.1f, 0.8f); plane.GetComponent<Renderer>().material = planeMaterial; plane.name = dimensionName; } }using UnityEngine; public class EquationCalculator : MonoBehaviour { public Material signWaveMaterial; // Attach the SignWaveShader material here void Update() { // Time-based calculations float time = Time.time; // Sign wave generation float amplitude = Mathf.Sin(time); signWaveMaterial.SetFloat("_Amplitude", amplitude); // Calculate rate of time per time float rateOfTime = CalculateRateOfTime(time); // Use rateOfTime for further calculations or visual effects // Calculate sine waves on a plane in 3D CalculateSineWavesOnPlane(time); } float CalculateRateOfTime(float time) { // Implement your rate of time calculation here // This can involve various equations based on your design float rate = Mathf.Cos(time); // Example equation return rate; } void CalculateSineWavesOnPlane(float time) { // Implement your sine wave calculations on a plane in 3D // You can use multiple equations for different dimensions // Equation for xy plane float sineXY = Mathf.Sin(time); // Use sineXY for further calculations or visual effects // Equation for yx plane float sineYX = Mathf.Sin(time + Mathf.PI); // 180-degree phase shift // Use sineYX for further calculations or visual effects // ... Repeat for other dimensions and equations ... } // Implement calculations for 4 dimensions (xy, yx, dyx, -dyx) // Implement calculations for 5 dimensions (dp, -dp, d, -d, dp-dp, -dp-dp, ...) // Adjust and expand the code based on your specific requirements } import bpy # Replace 'audio_file_path' with the path to the generated audio file audio_file_path = 'path_to_generated_audio.wav' # Set up audio for the scene bpy.context.scene.sequence_editor_create() audio_sequence = bpy.context.scene.sequence_editor.sequences.new_sound(name="GeneratedAudio", filepath=audio_file_path, channel=1, frame_start=1) bpy.context.scene.sequence_editor.sequences_all.update(audio_sequence) # Define your animation here # This might include creating keyframes for object movements or other animations # Set up render settings bpy.context.scene.render.resolution_x = 1920 bpy.context.scene.render.resolution_y = 1080 bpy.context.scene.render.fps = 30 bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 250 # Adjust based on the length of your animation/audio # Render animation bpy.ops.render.render(animation=True) import numpy as np import sounddevice as sd # Parameters duration = 5 # Duration of the audio in seconds sample_rate = 44100 # Sample rate (samples per second) frequency = 440 # Frequency of the sound wave (Hz) # Function to generate audio based on spatial coordinates (x, y) and time (z) def generate_audio(x, y, z): time = np.linspace(0, duration, int(duration * sample_rate), endpoint=False) # Calculate audio data using a 3D sine wave function audio_data = np.sin(2 * np.pi * frequency * time + x + y + z) return audio_data # Create a sound wave based on spatial coordinates and time x_coord = 1.0 # Example x-coordinate y_coord = 2.0 # Example y-coordinate # Generate audio data based on the function and coordinates audio = generate_audio(x_coord, y_coord, np.linspace(0, duration, int(duration * sample_rate), endpoint=False)) # Play the generated audio sd.play(audio, sample_rate) sd.wait() import cv2 import tensorflow as tf # Perform armature detection using OpenCV or a pre-trained model with TensorFlow # Track the armatures over time using object tracking or machine learning-based methods # Extract and process the armature movement data # Use TensorFlow to train an AI model based on the extracted armature movement data # Program the AI model to make decisions or control actions based on the armature's behavior # Create and manipulate a vertex grid or representation based on the armature movement data # This could involve animation or manipulation of 3D models or objects in a graphical environment using System.Collections; using System.Collections.Generic; using UnityEngine; public class TimeCursor : MonoBehaviour { public float speed = 2.0f; // Cursor movement speed public float timeFlowRate = 1.0f; // Time flow rate private float currentTime = 0.0f; void Update() { // Update the current time based on time flow rate currentTime += Time.deltaTime * timeFlowRate; // Calculate the 3D position based on time Vector3 position = CalculatePosition(currentTime); // Move the cursor to the calculated position transform.position = position; } Vector3 CalculatePosition(float time) { // Implement your 4D to 3D space-time transformation here // This is where you would use advanced mathematical models and physics equations // In this simplified example, we'll just move the cursor along the X-axis. float x = time * speed; float y = 0.0f; // You can set other dimensions as needed. float z = 0.0f; return new Vector3(x, y, z); } } using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TesseractGrid : MonoBehaviour { public GameObject cursor; public float timeFlowRate = 1.0f; public Text timeText; // Text for displaying time // Define clips for the grid public GameObject[] horizontalClips; public GameObject[] verticalClips; public Slider barGraph; // Bar graph UI element public float additiveFactor = 0.0f; // Additional factor affecting time private int currentHorizontalClipIndex = 0; private int currentVerticalClipIndex = 0; private float currentTime = 0; void Update() { // Move the cursor between four quadrants MoveCursor(); // Manipulate time flow UpdateTime(); // Manipulate clips on the vertical and horizontal axes UpdateClips(); // Update the bar graph and factor UpdateBarGraph(); // Apply the additive factor currentTime += additiveFactor * Time.deltaTime; } void MoveCursor() { // Implement cursor movement logic } void UpdateTime() { float deltaTime = Time.deltaTime * timeFlowRate; currentTime += deltaTime; // Handle time loop or reversal as needed if (currentTime > 10.0f) { currentTime = -10.0f; } else if (currentTime < -10.0f) { currentTime = 10.0f; } // Display the current time on the UI timeText.text = "Time: " + currentTime.ToString("F1"); } void UpdateClips() { // Change clips on the vertical and horizontal axes based on time or other conditions // Example: Switch to the next horizontal clip every 2 seconds if (currentTime % 2.0f < 1.0f) { currentHorizontalClipIndex = (currentHorizontalClipIndex + 1) % horizontalClips.Length; } // Example: Switch to the next vertical clip every 3 seconds if (currentTime % 3.0f < 1.5f) { currentVerticalClipIndex = (currentVerticalClipIndex + 1) % verticalClips.Length; } // Apply the selected clips to the grid ApplyClips(); } void UpdateBarGraph() { // Update the bar graph based on time and additiveFactor // Set the value of the bar graph to a function of currentTime barGraph.value = (currentTime + 10.0f) / 20.0f; // Normalize the value to [0, 1] } void ApplyClips() { // Implement logic to display the selected clips on the grid } } using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TesseractGrid : MonoBehaviour { public GameObject cursor; public float timeFlowRate = 1.0f; public Text timeText; // Text for displaying time // Define clips for the grid public GameObject[] horizontalClips; public GameObject[] verticalClips; public Slider barGraph; // Bar graph UI element private int currentHorizontalClipIndex = 0; private int currentVerticalClipIndex = 0; private float currentTime = 0; void Update() { // Move the cursor between four quadrants MoveCursor(); // Manipulate time flow UpdateTime(); // Manipulate clips on the vertical and horizontal axes UpdateClips(); // Update the bar graph based on time UpdateBarGraph(); } void MoveCursor() { // Implement cursor movement logic } void UpdateTime() { float deltaTime = Time.deltaTime * timeFlowRate; currentTime += deltaTime; // Handle time loop or reversal as needed if (currentTime > 10.0f) { currentTime = -10.0f; } else if (currentTime < -10.0f) { currentTime = 10.0f; } // Display the current time on the UI timeText.text = "Time: " + currentTime.ToString("F1"); } void UpdateClips() { // Change clips on the vertical and horizontal axes based on time or other conditions // Example: Switch to the next horizontal clip every 2 seconds if (currentTime % 2.0f < 1.0f) { currentHorizontalClipIndex = (currentHorizontalClipIndex + 1) % horizontalClips.Length; } // Example: Switch to the next vertical clip every 3 seconds if (currentTime % 3.0f < 1.5f) { currentVerticalClipIndex = (currentVerticalClipIndex + 1) % verticalClips.Length; } // Apply the selected clips to the grid ApplyClips(); } void UpdateBarGraph() { // Update the bar graph based on time // Set the value of the bar graph to a function of currentTime barGraph.value = (currentTime + 10.0f) / 20.0f; // Normalize the value to [0, 1] } void ApplyClips() { // Implement logic to display the selected clips on the grid } }using System.Collections; using System.Collections.Generic; using UnityEngine; public class TesseractGrid : MonoBehaviour { public GameObject cursor; public float timeFlowRate = 1.0f; // Adjust time flow speed // Define clips for the grid public GameObject[] horizontalClips; public GameObject[] verticalClips; private int currentHorizontalClipIndex = 0; private int currentVerticalClipIndex = 0; private float currentTime = 0; void Update() { // Move the cursor between four quadrants MoveCursor(); // Manipulate time flow UpdateTime(); // Manipulate clips on the vertical and horizontal axes UpdateClips(); } void MoveCursor() { // Implement cursor movement logic } void UpdateTime() { float deltaTime = Time.deltaTime * timeFlowRate; currentTime += deltaTime; // Handle time loop or reversal as needed if (currentTime > 10.0f) { currentTime = -10.0f; } else if (currentTime < -10.0f) { currentTime = 10.0f; } } void UpdateClips() { // Change clips on the vertical and horizontal axes based on time or other conditions // Example: Switch to the next horizontal clip every 2 seconds if (currentTime % 2.0f < 1.0f) { currentHorizontalClipIndex = (currentHorizontalClipIndex + 1) % horizontalClips.Length; } // Example: Switch to the next vertical clip every 3 seconds if (currentTime % 3.0f < 1.5f) { currentVerticalClipIndex = (currentVerticalClipIndex + 1) % verticalClips.Length; } // Apply the selected clips to the grid ApplyClips(); } void ApplyClips() { // Implement logic to display the selected clips on the grid } }using System; using System.Drawing; using System.Windows.Forms; public class MandelbrotVisualization : Form { private PictureBox[] canvases = new PictureBox[4]; private int canvasWidth = 400; private int canvasHeight = 400; private int scaleFactor = 1; public MandelbrotVisualization() { Text = "Mandelbrot 3D Cube Visualization"; ClientSize = new Size(canvasWidth * 2, canvasHeight * 2); for (int i = 0; i < 4; i++) { canvases[i] = new PictureBox(); canvases[i].Width = canvasWidth; canvases[i].Height = canvasHeight; canvases[i].Location = new Point((i % 2) * canvasWidth, (i / 2) * canvasHeight); Controls.Add(canvases[i]); } Button scaleButton = new Button(); scaleButton.Text = "Scale Up"; scaleButton.Location = new Point(canvasWidth / 2 - 50, canvasHeight * 2 + 10); scaleButton.Click += ScaleUp; Controls.Add(scaleButton); Load += RenderMandelbrotSet; } private void RenderMandelbrotSet(object sender, EventArgs e) { for (int i = 0; i < 4; i++) { Bitmap bitmap = new Bitmap(canvasWidth, canvasHeight); using (Graphics g = Graphics.FromImage(bitmap)) { int xOffset = (i % 2) * canvasWidth; int yOffset = (i / 2) * canvasHeight; DrawMandelbrot(g, canvasWidth, canvasHeight, xOffset, yOffset); } canvases[i].Image = bitmap; } } private void DrawMandelbrot(Graphics g, int width, int height, int xOffset, int yOffset) { // Define the Mandelbrot drawing logic here // You can use a nested loop to iterate through pixels and calculate their values // Consider the current scale factor to control the level of detail // Map Mandelbrot coordinates to screen coordinates // Set pixel colors based on the calculated Mandelbrot values } private void ScaleUp(object sender, EventArgs e) { scaleFactor *= 2; RenderMandelbrotSet(sender, e); } [STAThread] static void Main() { Application.Run(new MandelbrotVisualization()); } } using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class ModLoader : MonoBehaviour { private List<Mod> loadedMods = new List<Mod>(); public void LoadMods() { string modsDirectory = Path.Combine(Application.dataPath, "Mods"); if (!Directory.Exists(modsDirectory)) return; string[] modDirectories = Directory.GetDirectories(modsDirectory); foreach (string modDir in modDirectories) { string modManifestPath = Path.Combine(modDir, "mod.json"); if (File.Exists(modManifestPath)) { string modManifestContents = File.ReadAllText(modManifestPath); Mod mod = JsonUtility.FromJson<Mod>(modManifestContents); loadedMods.Add(mod); // Load mod assets and initialize mod code here // You might use reflection or custom scripting interfaces to execute mod code. } } } public void ApplyMods() { // Apply mod changes to the game here } } import pygame # Define constants for cube size and colors CUBE_SIZE = 40 CUBE_COLOR = (255, 0, 0) # Initialize Pygame pygame.init() # Create a window window = pygame.display.set_mode((4 * CUBE_SIZE, 4 * CUBE_SIZE)) # Main loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Clear the screen window.fill((0, 0, 0)) # Draw the 4x4x4 cube for x in range(4): for y in range(4): for z in range(4): pygame.draw.rect( window, CUBE_COLOR, (x * CUBE_SIZE, y * CUBE_SIZE, CUBE_SIZE, CUBE_SIZE), ) pygame.display.flip() # Quit Pygame pygame.quit() XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX using System; class Program { static void Main() { // Define the main time clip duration int mainClipDuration = 10; // Define the intersection time int intersectionTime = 5; // Calculate the spatial dimension in time double spatialDimension = CalculateSpatialDimension(mainClipDuration, intersectionTime); Console.WriteLine($"Main Time Clip Duration: {mainClipDuration}"); Console.WriteLine($"Intersection Time: {intersectionTime}"); Console.WriteLine($"Calculated Spatial Dimension in Time: {spatialDimension}"); } static double CalculateSpatialDimension(int mainClipDuration, int intersectionTime) { // Simplified formula for calculating spatial dimension double spatialDimension = mainClipDuration / (double)intersectionTime; return spatialDimension; } } using System; using System.Threading; class Program { static void Main() { // Create a Timer object to play the main time clip Timer mainTimer = new Timer(PlayMainTimeClip, null, 0, 1000); // Play every 1 second // Create a Timer object to play the first intersecting time clip Timer intersectingTimer1 = new Timer(PlayIntersectingTimeClip1, null, 5000, 1000); // Play every 1 second, starting after 5 seconds // Create a Timer object to play the second intersecting time clip Timer intersectingTimer2 = new Timer(PlayIntersectingTimeClip2, null, 10000, 1000); // Play every 1 second, starting after 10 seconds Console.WriteLine("Press Enter to exit."); Console.ReadLine(); } static void PlayMainTimeClip(object state) { Console.WriteLine("Playing Main Time Clip"); // Add your code to play the main time clip here } static void PlayIntersectingTimeClip1(object state) { Console.WriteLine("Playing Intersecting Time Clip 1"); // Add your code to play the first intersecting time clip here } static void PlayIntersectingTimeClip2(object state) { Console.WriteLine("Playing Intersecting Time Clip 2"); // Add your code to play the second intersecting time clip here } } using UnityEngine; public class TesseractMovement : MonoBehaviour { public GameObject tesseractPrefab; public GameObject activatorPrefab; public GameObject contactPointPrefab; public float movementSpeed = 1.0f; public float rotationSpeed = 30.0f; public float scaleChangeSpeed = 0.5f; private GameObject tesseract; private GameObject activatorX; private GameObject activatorY; private GameObject activatorZ; private GameObject contactPoint; void Start() { CreateTesseract(); CreateActivators(); CreateContactPoint(); } void Update() { // Animate tesseract movement AnimateTesseractMovement(); // Rotate activators around XYZ axes RotateActivators(); // Simulate horizontal time travel and scale changes SimulateHorizontalTimeTravel(); } void CreateTesseract() { tesseract = Instantiate(tesseractPrefab, new Vector3(0, 0, 0), Quaternion.identity); } void CreateActivators() { activatorX = Instantiate(activatorPrefab, new Vector3(5, 0, 0), Quaternion.identity); activatorY = Instantiate(activatorPrefab, new Vector3(0, 5, 0), Quaternion.identity); activatorZ = Instantiate(activatorPrefab, new Vector3(0, 0, 5), Quaternion.identity); } void CreateContactPoint() { contactPoint = Instantiate(contactPointPrefab, new Vector3(0, 0, 5), Quaternion.identity); } void AnimateTesseractMovement() { // Example: Animate tesseract movement by changing its position float sinTime = Mathf.Sin(Time.time * movementSpeed); float cosTime = Mathf.Cos(Time.time * movementSpeed); tesseract.transform.position = new Vector3(sinTime, cosTime, 0); } void RotateActivators() { // Example: Rotate activators around XYZ axes activatorX.transform.Rotate(Vector3.right * Time.deltaTime * rotationSpeed); activatorY.transform.Rotate(Vector3.up * Time.deltaTime * rotationSpeed); activatorZ.transform.Rotate(Vector3.forward * Time.deltaTime * rotationSpeed); } void SimulateHorizontalTimeTravel() { // Example: Simulate horizontal time travel and scale changes float scaleChange = Mathf.Sin(Time.time * scaleChangeSpeed) + 1.0f; // Oscillate between 0.0 and 2.0 float horizontalMovement = Mathf.Sin(Time.time * movementSpeed); tesseract.transform.localScale = new Vector3(scaleChange, scaleChange, scaleChange); contactPoint.transform.position = new Vector3(horizontalMovement, 0, 5); } }using UnityEngine; public class TesseractMovement : MonoBehaviour { public GameObject tesseractPrefab; public GameObject activatorPrefab; void Start() { CreateTesseract(); CreateActivator(); } void CreateTesseract() { // Generate tesseract representation (4D cubes) at different positions // Animation or transition to simulate movement in the fifth dimension // This might involve scaling or changing positions of cubes to simulate tesseract movement } void CreateActivator() { // Generate activator visualizations around XYZ axes // Place spheres or cylinders to denote activations } void HorizontalTimeTravel() { // Implement horizontal time travel as an animation or transition // Simulate movement along the fifth dimension } void ScaleBetweenRadii() { // Implement scaling effects between two radii // Change the size or scale of the tesseract representation } void Horizontal5DContactPoint() { // Visualize a contact point within the horizontal surface area in 5D // Use visual indicators or effects to show this point in the scene } } using UnityEngine; public class SoundManipulationMod : MonoBehaviour { // Reference to the external app or plugin private ExternalAppConnector externalConnector; // UI elements for tabs or sections public GameObject tab1; public GameObject tab2; // ... (other tabs) void Start() { // Initialize connection with the external app or plugin externalConnector = GetComponent<ExternalAppConnector>(); } public void OpenTab1() { // Show tab 1 UI tab1.SetActive(true); // Send command to the external app or plugin to activate corresponding feature for tab 1 externalConnector.ActivateFeature1(); } public void OpenTab2() { // Show tab 2 UI tab2.SetActive(true); // Send command to the external app or plugin to activate corresponding feature for tab 2 externalConnector.ActivateFeature2(); } // ... (similar functions for other tabs) } using UnityEngine; public class MultiDimensionalCube : MonoBehaviour { public Material cubeMaterial; public int gridSize = 3; public float spacing = 1.5f; void Start() { Create4DStructure(); Create5DStructure(); } void Create4DStructure() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { for (int z = -gridSize; z <= gridSize; z++) { for (int w = -gridSize; w <= gridSize; w++) { Vector4 position = new Vector4(x, y, z, w) * spacing; // Create a cube for each combination in 4D CreateCube(position, "4D Cube"); } } } } } void Create5DStructure() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { for (int z = -gridSize; z <= gridSize; z++) { for (int w = -gridSize; w <= gridSize; w++) { for (int v = -gridSize; v <= gridSize; v++) { Vector5 position = new Vector5(x, y, z, w, v) * spacing; // Create a cube for each combination in 5D CreateCube(position, "5D Cube"); } } } } } } void CreateCube(Vector4 position, string cubeName) { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = position; cube.transform.localScale = new Vector3(1f, 1f, 1f); cube.GetComponent<Renderer>().material = cubeMaterial; cube.name = cubeName; } } using UnityEngine; public class MultiDimensionalPlane : MonoBehaviour { public int gridSize = 10; public float spacing = 1.0f; public Material planeMaterial; void Start() { CreateMultiDimensionalPlane(); } void CreateMultiDimensionalPlane() { for (int x = -gridSize; x <= gridSize; x++) { for (int y = -gridSize; y <= gridSize; y++) { Vector3 position = new Vector3(x * spacing, y * spacing, 0f); // Calculate additional dimensions float dimensionXY = Mathf.Sin(x * spacing) * Mathf.Cos(y * spacing); float dimensionYX = Mathf.Cos(x * spacing) * Mathf.Sin(y * spacing); float dimensionDyx = Mathf.Sin(x * spacing - y * spacing); float dimensionNegDyx = -dimensionDyx; // Instantiate planes for each dimension InstantiatePlane(position, dimensionXY, "XY"); InstantiatePlane(position, dimensionYX, "YX"); InstantiatePlane(position, dimensionDyx, "Dyx"); InstantiatePlane(position, dimensionNegDyx, "NegDyx"); // For 5 dimensions float dimensionDp = Mathf.Sin(x * spacing) * Mathf.Cos(y * spacing); float dimensionNegDp = -dimensionDp; float dimensionDpNegDp = dimensionDp - dimensionNegDp; float dimensionNegDpDp = dimensionNegDp + dimensionDp; InstantiatePlane(position, dimensionDp, "Dp"); InstantiatePlane(position, dimensionNegDp, "NegDp"); InstantiatePlane(position, dimensionDpNegDp, "DpNegDp"); InstantiatePlane(position, dimensionNegDpDp, "NegDpDp"); } } } void InstantiatePlane(Vector3 position, float dimensionValue, string dimensionName) { GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.position = position + Vector3.up * dimensionValue; plane.transform.localScale = new Vector3(0.8f, 0.1f, 0.8f); plane.GetComponent<Renderer>().material = planeMaterial; plane.name = dimensionName; } }using UnityEngine; public class SignWaveMod : MonoBehaviour { public Material signWaveMaterial; // Attach the SignWaveShader material here public VideoPlayer timeClipVideo; // Attach a VideoPlayer component for time clips public float revolutionSpeed = 4.0f; // Revolves 4 times per second public float omegaPrimeIntensity = 0.5f; // Adjust intensity for -omega prime calculation void Start() { if (signWaveMaterial == null) { Debug.LogError("Sign wave material is not assigned!"); return; } if (timeClipVideo == null) { Debug.LogError("Time clip VideoPlayer component is not assigned!"); return; } timeClipVideo.Play(); // Start playing the time clips } void Update() { // Time-based calculations float time = Time.time; // Sign wave generation float amplitude = Mathf.Sin(time); signWaveMaterial.SetFloat("_Amplitude", amplitude); // Revolving hyperbolically in four dimensions float revolutionAngle = revolutionSpeed * time; Quaternion rotation = Quaternion.Euler(revolutionAngle, revolutionAngle * 2, revolutionAngle * 3, revolutionAngle * 4); transform.rotation = rotation; // -Omega prime calculation float omegaPrime = -omegaPrimeIntensity * Mathf.Sin(time); signWaveMaterial.SetFloat("_OmegaPrime", omegaPrime); // Positive space-time generation // Perform space-time modifications or stabilizations based on your design PerformSpaceTimeModifications(time); } void PerformSpaceTimeModifications(float time) { // Implement your positive space-time generation logic here // This might include adding or subtracting space-time, converging, or destabilizing it } }using UnityEngine; public class OscilloscopeSimulator : MonoBehaviour { public Material signalMaterial; // Attach the SignWaveShader material here public VideoPlayer videoPlayer; // Attach a VideoPlayer component for video playback public AudioClip audioClip; // Attach an audio clip for sound waves // Components for electricity simulation public float resistance = 1.0f; public float voltage = 1.0f; private float current; void Start() { if (signalMaterial == null) { Debug.LogError("Signal material is not assigned!"); return; } if (videoPlayer == null) { Debug.LogError("VideoPlayer component is not assigned!"); } if (audioClip != null) { AnalyzeAudio(audioClip); } } void Update() { // Simulate electricity flow current = voltage / resistance; // Emit particles based on the current EmitParticles(current); // Update material properties based on electricity simulation UpdateMaterialProperties(current); } void AnalyzeAudio(AudioClip clip) { // Implement audio analysis if needed } void EmitParticles(float current) { // Emit particles or perform visual effects based on the current // ... } void UpdateMaterialProperties(float current) { // Update material properties (e.g., shader properties) based on the current signalMaterial.SetFloat("_Amplitude", current); // Adjust other shader properties as needed } } Shader "Custom/SignWaveShader" { Properties { _MainTex ("Texture", 2D) = "white" { } _Amplitude ("Amplitude", Range(0.1, 5)) = 1.0 _Frequency ("Frequency", Range(0.1, 10)) = 1.0 _Speed ("Speed", Range(0.1, 5)) = 1.0 } SubShader { Tags { "Queue" = "Overlay" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma exclude_renderers gles xbox360 ps3 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float3 normal : TEXCOORD0; }; fixed _Amplitude; fixed _Frequency; fixed _Speed; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.normal = mul((float3x3)unity_WorldToObject, v.normal); return o; } ENDCG } } SubShader { Tags { "Queue" = "Overlay" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles xbox360 ps3 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float3 normal : TEXCOORD0; }; sampler2D _MainTex; fixed _Amplitude; fixed _Frequency; fixed _Speed; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.normal = mul((float3x3)unity_WorldToObject, v.normal); return o; } fixed4 frag(v2f i) : COLOR { // Calculate sine wave based on time and position fixed wave = _Amplitude * sin(_Frequency * _Time.y + _Speed * i.normal.x); // Use wave value to sample from the texture fixed4 col = tex2D(_MainTex, i.normal.xy * 0.5 + 0.5); // Combine color with wave effect return col * wave; } ENDCG } } }using UnityEngine; public class WaveGenerator : MonoBehaviour { public AudioClip audioClip; // Assign your audio clip in the inspector public float waveHeight = 1.0f; public ParticleSystem particleSystem; private void Start() { if (audioClip != null) { AnalyzeAudio(audioClip); } } void AnalyzeAudio(AudioClip clip) { float[] samples = new float[clip.samples]; clip.GetData(samples, 0); int stepSize = clip.samples / particleSystem.main.maxParticles; for (int i = 0; i < particleSystem.main.maxParticles; i++) { float t = i / (float)particleSystem.main.maxParticles; int sampleIndex = Mathf.FloorToInt(t * clip.samples); float amplitude = Mathf.Abs(samples[sampleIndex]); Vector3 position = new Vector3(t * 10f, amplitude * waveHeight, 0f); particleSystem.Emit(position, Vector3.zero, 0.1f, 1f, Color.white); } } }using UnityEngine; public class SixDParticleEmitter : MonoBehaviour { public GameObject particlePrefab; public int numberOfParticles = 100; void Start() { for (int i = 0; i < numberOfParticles; i++) { InstantiateParticle(); } } void InstantiateParticle() { GameObject particle = Instantiate(particlePrefab, Random.insideUnitSphere * 5f, Quaternion.identity); particle.transform.parent = transform; } } Shader "Custom/6DObjectShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Particle Texture", 2D) = "white" { } } SubShader { Tags { "Queue" = "Overlay" } Blend SrcAlpha One ZWrite Off ZTest LEqual Cull Off Lighting Off Fog { Mode Off } ColorMask RGB Pass { CGPROGRAM #pragma vertex vert #pragma exclude_renderers gles xbox360 ps3 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } ENDCG } } SubShader { Tags { "Queue" = "Overlay" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest LEqual Cull Off Lighting Off Fog { Mode Off } ColorMask RGB Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles xbox360 ps3 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; fixed4 _Color; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : COLOR { return _Color; } ENDCG } } } using UnityEngine; public class TimeAxesParticleEffect : MonoBehaviour { public ParticleSystem particleSystem; public float primaryTimeScale = 1.0f; public float submissiveTimeScale = 0.5f; public float dominateTimeScale = 2.0f; public float mergeTimeScale = 1.5f; public float destabilizedTimeScale = 0.2f; void Update() { // Simulate different time axes float primaryTime = Time.time * primaryTimeScale; float submissiveTime = Time.time * submissiveTimeScale; float dominateTime = Time.time * dominateTimeScale; float mergeTime = Time.time * mergeTimeScale; float destabilizedTime = Time.time * destabilizedTimeScale; // Adjust particle system parameters based on time axes ParticleSystem.MainModule mainModule = particleSystem.main; mainModule.startSpeed = Mathf.Sin(primaryTime); mainModule.startLifetime = Mathf.Sin(submissiveTime) + 1.0f; mainModule.simulationSpeed = Mathf.Sin(dominateTime) + 1.0f; // Example: Modify other particle system properties based on merge and destabilized times if (Mathf.Sin(mergeTime) > 0) { // Handle merging effect // ... } else { // Handle destabilized effect // ... } } }using UnityEngine; public class OmegaPrimeParticleEffect : MonoBehaviour { public ParticleSystem particleSystem; public float collapseSpeed = 2.0f; public float amplitude = 1.0f; void Update() { // Simulate omega prime calculations float omegaPrime = Mathf.Sin(Time.time); // Adjust particle positions based on omega prime calculations ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleSystem.main.maxParticles]; int particleCount = particleSystem.GetParticles(particles); for (int i = 0; i < particleCount; i++) { Vector3 originalPosition = particles[i].position; Vector3 newPosition = new Vector3(originalPosition.x, amplitude * omegaPrime, originalPosition.z); particles[i].position = Vector3.Lerp(originalPosition, newPosition, Time.deltaTime * collapseSpeed); } // Apply the adjusted particle positions back to the particle system particleSystem.SetParticles(particles, particleCount); } }Shader "Custom/NonEuclideanTimeWave" { Properties { _MainTex ("Texture", 2D) = "white" { } _Speed ("Speed", Range(0.1, 10)) = 1.0 _Frequency ("Frequency", Range(0.1, 10)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma exclude_renderers gles xbox360 ps3 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : POSITION; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } ENDCG } } SubShader { Tags { "RenderType"="Opaque" } LOD 100 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed _Speed; fixed _Frequency; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { float timeValue = _Speed * _Time.y; // Custom time function float waveValue = sin(2 * 3.141592653589793 * _Frequency * timeValue); o.Albedo = waveValue * tex2D(_MainTex, IN.uv_MainTex).rgb; } ENDCG } CustomEditor "ShaderForgeMaterialInspector" } using UnityEngine; using UnityEngine.UI; public class SoundVisualization : MonoBehaviour { public Text responseText; public InputField frequencyInput; public InputField amplitudeInput; public InputField dimensionalityInput; public GameObject blenderObject; // Reference to your Blender object private ParticleSystem particleSystem; private ParticleSystem.Particle[] particles; void Start() { particleSystem = GetComponent<ParticleSystem>(); particles = new ParticleSystem.Particle[width * height]; Generate2DWave(); } void Generate2DWave() { float frequency = float.Parse(frequencyInput.text); float amplitude = float.Parse(amplitudeInput.text); // Access Blender object properties to modify the sine wave if (blenderObject != null) { // You may need to adjust this part based on your specific use case // For example, access the Blender object's properties, transform, etc. // You might use blenderObject.transform.position, blenderObject.transform.localScale, etc. // Modify the sine wave based on these properties } for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { float value = amplitude * Mathf.Sin(2 * Mathf.PI * frequency * x / width); Vector3 position = new Vector3(x, value, y); particles[x + y * width].position = position * particleScale; } } particleSystem.SetParticles(particles, particles.Length); } public void OnDimensionalityChanged() { int newDimensionality = int.Parse(dimensionalityInput.text); width = newDimensionality; height = newDimensionality; particles = new ParticleSystem.Particle[width * height]; Generate2DWave(); } public void OnChatInteraction(string userInput) { string response = $"User: {userInput}"; responseText.text = response; } }

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