Rizwan Virk
๐ค SpeakerAppearances Over Time
Podcast Appearances
You look at it as a computation.
rather than looking at it as physical objects moving around like in classical physics.
You get to this weirdness down at the bottom level.
Like we can only measure up to the smallest unit, which is called like the Planck.
But as we go deeper, we get less answers and it gets more weird.
It gets more weird and it starts to look less like the physical world exists and more like it's a bunch of information that gets rendered as we observe the world or as groups of people observe the world.
Well, that's a good question.
So where I ended up with this was looking at how the world gets rendered as you observe it.
Like for me, my background is, as I said, a computer scientist and a video game designer and developer.
is that that's pretty much how we render video games, right?
So if you and I, our avatars are in the same field, or the same room, about to shoot each other in a video game, we're not really in the same room, are we?
you're rendering it on your screen, and I'm rendering it on my screen.
And so there's information that's coming from the server, and then what happens is we render only the part that we can see, only that view around your avatar,
You could be first person point of view or you could be hovering over your character, like many video games do that these days, like a third person or second person point of view.
But the only pixels you need to render on my computer are the ones that my avatar can see, and the only ones you need to render on your computer are the ones your avatar can see, and those get cached on the server, and so they get sent out.
It's an optimization technique.
There's no way in the 1980s, like when I was growing up, we had the Apple II computers or whatever.
There's no way you could render a full 3D world or a full 3D game like we play today.