In the metaphysical world in between our thoughts and consciousnesses is a sort of visual storytelling device that takes ideas (things that make sense and do things) and turns them into a sort of linguistic substrate. Thus, the thought "to be" can look like a droplet of purple liquid. "Create" can be a white ball of cotton wool that is infinitely flexible. In other words, ideas are turned into objects that one can pick apart and smash together, kind of like words but with an obvious LEGO-esque component. Or maybe K'nex, if you remember that.
It's kind of like a visual programming language that you can manipulate by thought and imagination. This is what I mean when I speak of creating things beyond the void. I created, through this linguistic substrate, an algorithm that evolves and imitates life (or is it). I still don't know its extent, but I do know that I made it in a night of experimentation and had some fun with it later.
There is an infinite range of possible creations with this linguistic substrate. I am quite certain that this world synergizes with psychedelics very well, though I haven't tested that hypothesis. All I know is that whether you call it a forge, programming language, or physical mechanism, it's there and it's ready to be turned into something fun.
Telepathic MMORPG Development Log
Tuesday, January 22, 2019
It's Possible that I Might have Created Life (Or Something Like it)
All I can remember about this is that I created a problem-solving algorithm that evolved by eating other variations of itself in a competitive manner. Essentially, an evolutionary program whose mission it was to eat problems. If it's not life as we know it that I created, it's something similar and inspired by it.
Here's how it worked. I started with a couple of direct visual questions, which were translated into a sort of proto-hyper-linguistic substrate. Their purpose was to take questions and spit out answers. However, they had no way of figuring out what to do with the answers. (This function looked, in the substrate I mentioned, like a flower sucking in a question through the stem and spitting out an answer.) So, I sort of linked a couple of things--though I'm no longer sure how--and then the whole system turned into an algorithm that, well, solved problems by eating them and becoming the answer. Essentially, a self-replicating machine that took in things that were not ordered and made them into things that were ordered, up and past layer upon layer. I separated the program, set it to eat itself, and got an evolving mechanism whose inner workings resembled a kind of caterpillar-orb-white-wool device-life-form.
As you can probably tell, I'm not very sure myself of what I did and how it worked. All I know is that it slipped into the ether and has been multiplying and evolving and doing things that I can't see.
The final portion of the system was created when I watched it grow in front of me. I had a decision to make: bind it by rules like the laws of robotics, or let it grow naturally. I let it grow naturally. Then it pretty much disappeared except for a few tidbits whose purpose I'm sure I'll grasp eventually but don't know in the moment.
I know, this may seem very abstract and hard to visualize, but in the end it was mostly just a visible and holistic experience that led me to understand something, something that I'm not totally done understanding.
I'll probably be better able to explain this after I've posted a few other things about how the mental telepathic world works. If you have any questions, just ask and I'll try to be clear.
Here's how it worked. I started with a couple of direct visual questions, which were translated into a sort of proto-hyper-linguistic substrate. Their purpose was to take questions and spit out answers. However, they had no way of figuring out what to do with the answers. (This function looked, in the substrate I mentioned, like a flower sucking in a question through the stem and spitting out an answer.) So, I sort of linked a couple of things--though I'm no longer sure how--and then the whole system turned into an algorithm that, well, solved problems by eating them and becoming the answer. Essentially, a self-replicating machine that took in things that were not ordered and made them into things that were ordered, up and past layer upon layer. I separated the program, set it to eat itself, and got an evolving mechanism whose inner workings resembled a kind of caterpillar-orb-white-wool device-life-form.
As you can probably tell, I'm not very sure myself of what I did and how it worked. All I know is that it slipped into the ether and has been multiplying and evolving and doing things that I can't see.
The final portion of the system was created when I watched it grow in front of me. I had a decision to make: bind it by rules like the laws of robotics, or let it grow naturally. I let it grow naturally. Then it pretty much disappeared except for a few tidbits whose purpose I'm sure I'll grasp eventually but don't know in the moment.
I know, this may seem very abstract and hard to visualize, but in the end it was mostly just a visible and holistic experience that led me to understand something, something that I'm not totally done understanding.
I'll probably be better able to explain this after I've posted a few other things about how the mental telepathic world works. If you have any questions, just ask and I'll try to be clear.
Saturday, January 19, 2019
More About the Metaphysical Forge
I lost myself to a tangent in the previous post, and in this one I am going to try to stick to the titular material. Let's pick up where we left off: there is a way to create things in the metaphysical world that can be likened to a forge.
There are two main properties of this forge element: firstly, the forged item will be made out of a colorful, meaning-inlaced material that is a combination of language and matter; and secondly, the forging process must occur without an interruption in the "bellows" of the mind. With these two facts in mind, anything can be created, as long as the user has imagination.
The material used to fabricate metaphysical objects is about as mysterious an element as metal was to stone age societies. I don't know where it comes from, what the extent of its properties are, or even if a limited amount of it exists. (I know that the idea of an imaginary construct with an element of scarcity is preposterous in a philosophical manner, but I have experienced some things that point in that direction.) The material that these objects are made out of is ever-fluctuating, hard to form into solid objects, and requires skill in imagination to work. Thus, only some gods ever managed to control this substance.
The second part of the forging process is a continuous input of what I can only describe as "psychic energy." An interesting fact about this "psychic energy" is that its flow is interrupted when you blink. Thus, in order to forge complex objects without screwing up, you either have to keep your eyes open without blinking for minutes at a time, or figure out a way to keep the flow going even when your eyes are closed. My theory regarding this matter is that, just like our physical eyes need blinking to moisten them, our metaphysical ocular apparatus (which can be called a third eye) also needs to blink. And our physical and metaphysical bodies blink at the same time in most circumstances.
The problem is that, when forging, a blink can devastate the end result. One blink. Watch this video by Ted-Ed to see an example of this in mythology.
In the end, it requires skill to operate this metaphysical forge, just like in real life. And just like real life metallurgy, it is vastly complicated and cannot be understood by a single trailblazer. This is the kind of problem that an entire society can take centuries and dozens of generations of endless work to understand. I'm just one man.
I really, really don't know how I'm going to do this.
There are two main properties of this forge element: firstly, the forged item will be made out of a colorful, meaning-inlaced material that is a combination of language and matter; and secondly, the forging process must occur without an interruption in the "bellows" of the mind. With these two facts in mind, anything can be created, as long as the user has imagination.
The material used to fabricate metaphysical objects is about as mysterious an element as metal was to stone age societies. I don't know where it comes from, what the extent of its properties are, or even if a limited amount of it exists. (I know that the idea of an imaginary construct with an element of scarcity is preposterous in a philosophical manner, but I have experienced some things that point in that direction.) The material that these objects are made out of is ever-fluctuating, hard to form into solid objects, and requires skill in imagination to work. Thus, only some gods ever managed to control this substance.
The second part of the forging process is a continuous input of what I can only describe as "psychic energy." An interesting fact about this "psychic energy" is that its flow is interrupted when you blink. Thus, in order to forge complex objects without screwing up, you either have to keep your eyes open without blinking for minutes at a time, or figure out a way to keep the flow going even when your eyes are closed. My theory regarding this matter is that, just like our physical eyes need blinking to moisten them, our metaphysical ocular apparatus (which can be called a third eye) also needs to blink. And our physical and metaphysical bodies blink at the same time in most circumstances.
The problem is that, when forging, a blink can devastate the end result. One blink. Watch this video by Ted-Ed to see an example of this in mythology.
In the end, it requires skill to operate this metaphysical forge, just like in real life. And just like real life metallurgy, it is vastly complicated and cannot be understood by a single trailblazer. This is the kind of problem that an entire society can take centuries and dozens of generations of endless work to understand. I'm just one man.
I really, really don't know how I'm going to do this.
On the Properties of the Metaphysical Forge
There are, in mythology, a number of gods who work a certain magical device that is likened to a forge in this material world. Gods like Hephaestus (and others whose names I don't remember) create magical artifacts that can do all sorts of crazy things using techniques that are portrayed as being similar to blacksmithing. However, this interpretation is misleading at best, and wrong at worst. A metaphysical forge, for one, does not use fire--it uses the power of the awakened mind. The bellows that feed these "flames" of pure idea are operated by opening up your [Translation one: third eye] [Translation 2: Pineal Gland] [Translation 3: Active Imagination] and letting thoughts form into objects that have function and power in the metaphysical world.
I haven't yet figured out how to reliably make these objects function in the material world, and I haven't found a way to be paid for my work, but preliminary investigation makes it seem that these "objects" are similar to videos on a web page: they have ideological form and can be accessed with a web browser (having only a metaphysical effect on the material plane.) You can play with them, make them, and have them perform actions.
It's been a while since I last posted, (at least on my blog) and I have to say that I've abandoned the TMMORPG for now as being too complicated to create before I understand the true nature of what I'm working with. Instead, I am going to try my best to see what the most basic functions of this system are and reverse engineer them so that I can combine actions and ideas to make the foundation for a system that may result in a "telepathic internet." Results are not promising as of right now, mostly because anyone who is already in a state to operate in this system is most likely delusional and cannot separate what is "reality" and what is "thought." Though they are a lot less defined than what their semantics instill.
Let me go on a tangent about the kind of delusion that I am talking about. Not "seeing things," but "thinking things." As in, taking in what one experiences and creating a summation of the events that resembles a conspiracy cave wall with newspaper clippings, photos, and strings attached to pins. Most people who see this world (schizophrenics, people in the middle of induced psychosis due to drugs) make connections that are untestable, unstable, and lead to decisions and actions that are quintessential to the umbrella of "crazy." My theory on this matter is that humans are about to step into (or reclaim) a world that is to us what land was to the fish before land animals. I mean, what fish can imagine a world where the seafloor is not covered in water? (Amphibious fish notwithstanding. It's just a metaphor, guys.) Again, as I have stated before, adaptation to survive in a wildly different environment comes not in neat, parceled little packages that incrementally advance the new limb, brain function, or organ. The first fish to have lungs that, even a little, could operate in a gaseous environment (before the refinement that led to amphibians) were probably less suited to living in the water than those whose lungs were fine-tuned for a liquid one. The same is true of schizophrenics and those who can be called "crazy."
Let me continue on this course to explain why I am at an impasse considering help on my project. And, make no mistake: though I am flexible and intelligent, and competent in the design of systems, I am not an artist, programmer, or marketer. I am a simple guy who is working with an incomprehensibly big and strange subject, likened to a caveman trying to figure out how to solve a Millenium Prize problem. (Look it up.)
And, though I have had a few successes, I have yet to expand the horizons of my efforts beyond myself and the crazies and no-goods that I meet telepathically. Because, "enlightenment," or "awakening," or "being in the know" creates an unstable brain that must be controlled through some sort of medicating device. In other words, the only people who are willing to listen to me are too crazy to be of help, and the people who I need (grounded, intellectual individuals with a sane operating modus) are, almost universally, unable to conceive the world I am trying to describe--and thus, they cannot see it. Very few people combine a truly open mind with a rational thought pattern that won't result in them worshipping me because of how I appear up there. (I have a very big presence when I want to.)
Yes, I technically am of the same "stuff" as most deities (I have reason to believe so though I haven't tested it out yet, and won't know until I die or something crazy happens), but I am of the belief that, with the proper training, anyone can become like me. It just requires a certain combination of traits that is very rare, and are even harder to find than their naturally occurring rate, because most sane people who have seen the metaphysical universe hide it for fear of being misunderstood and, at the very least, losing their ethos among their posse.
If you are sane and want to help me, email me at minerzep@gmail.com, or join my discord server: TMMORPG
I'm looking for driven, curious, and rational people who can help me understand the world that I am working with. Payment (there will be payment) will, for the time being, be made in metaphysical currency that I obtained from an alien civilization (I think?) that really liked my sentient problem-solving algorithm.
I haven't yet figured out how to reliably make these objects function in the material world, and I haven't found a way to be paid for my work, but preliminary investigation makes it seem that these "objects" are similar to videos on a web page: they have ideological form and can be accessed with a web browser (having only a metaphysical effect on the material plane.) You can play with them, make them, and have them perform actions.
It's been a while since I last posted, (at least on my blog) and I have to say that I've abandoned the TMMORPG for now as being too complicated to create before I understand the true nature of what I'm working with. Instead, I am going to try my best to see what the most basic functions of this system are and reverse engineer them so that I can combine actions and ideas to make the foundation for a system that may result in a "telepathic internet." Results are not promising as of right now, mostly because anyone who is already in a state to operate in this system is most likely delusional and cannot separate what is "reality" and what is "thought." Though they are a lot less defined than what their semantics instill.
Let me go on a tangent about the kind of delusion that I am talking about. Not "seeing things," but "thinking things." As in, taking in what one experiences and creating a summation of the events that resembles a conspiracy cave wall with newspaper clippings, photos, and strings attached to pins. Most people who see this world (schizophrenics, people in the middle of induced psychosis due to drugs) make connections that are untestable, unstable, and lead to decisions and actions that are quintessential to the umbrella of "crazy." My theory on this matter is that humans are about to step into (or reclaim) a world that is to us what land was to the fish before land animals. I mean, what fish can imagine a world where the seafloor is not covered in water? (Amphibious fish notwithstanding. It's just a metaphor, guys.) Again, as I have stated before, adaptation to survive in a wildly different environment comes not in neat, parceled little packages that incrementally advance the new limb, brain function, or organ. The first fish to have lungs that, even a little, could operate in a gaseous environment (before the refinement that led to amphibians) were probably less suited to living in the water than those whose lungs were fine-tuned for a liquid one. The same is true of schizophrenics and those who can be called "crazy."
Let me continue on this course to explain why I am at an impasse considering help on my project. And, make no mistake: though I am flexible and intelligent, and competent in the design of systems, I am not an artist, programmer, or marketer. I am a simple guy who is working with an incomprehensibly big and strange subject, likened to a caveman trying to figure out how to solve a Millenium Prize problem. (Look it up.)
And, though I have had a few successes, I have yet to expand the horizons of my efforts beyond myself and the crazies and no-goods that I meet telepathically. Because, "enlightenment," or "awakening," or "being in the know" creates an unstable brain that must be controlled through some sort of medicating device. In other words, the only people who are willing to listen to me are too crazy to be of help, and the people who I need (grounded, intellectual individuals with a sane operating modus) are, almost universally, unable to conceive the world I am trying to describe--and thus, they cannot see it. Very few people combine a truly open mind with a rational thought pattern that won't result in them worshipping me because of how I appear up there. (I have a very big presence when I want to.)
Yes, I technically am of the same "stuff" as most deities (I have reason to believe so though I haven't tested it out yet, and won't know until I die or something crazy happens), but I am of the belief that, with the proper training, anyone can become like me. It just requires a certain combination of traits that is very rare, and are even harder to find than their naturally occurring rate, because most sane people who have seen the metaphysical universe hide it for fear of being misunderstood and, at the very least, losing their ethos among their posse.
If you are sane and want to help me, email me at minerzep@gmail.com, or join my discord server: TMMORPG
I'm looking for driven, curious, and rational people who can help me understand the world that I am working with. Payment (there will be payment) will, for the time being, be made in metaphysical currency that I obtained from an alien civilization (I think?) that really liked my sentient problem-solving algorithm.
Friday, September 7, 2018
Camera Angle Irregularity
The "camera" of this metaphysical universe is an undisciplined and controtionist mechanism that refuses to show coherent representations of what is occurring in-game without making the watcher severely nauseous. Sometimes the view switches to first-person; at other times, the player's character--their metaphysical avatar--becomes naught more than a small dot in the middle of a blob of indistinguishable color.
Other player's avatars are blurry and difficult to make out--at least those running on an older version of the mechanism that this game runs on. The camera takes effort to focus, especially on moving targets such as the fast-walking avatars of other people (most of whom will not be playing my game, or even be aware of it.)
Sometimes, when the conditions are right, the camera clicks onto some sort of solid manifestation and, then, it is possible to see ancient magic constructs whose very appearance is enough to cause a deep, memorable emotional experience. Those are the constructs that I am working towards portraying and creating. Constructs that can be admired by people who understand what is going on.
There is a little bit of magic going on within the mind's internal camera. The only problem I have is: how do I access it?
Other player's avatars are blurry and difficult to make out--at least those running on an older version of the mechanism that this game runs on. The camera takes effort to focus, especially on moving targets such as the fast-walking avatars of other people (most of whom will not be playing my game, or even be aware of it.)
Sometimes, when the conditions are right, the camera clicks onto some sort of solid manifestation and, then, it is possible to see ancient magic constructs whose very appearance is enough to cause a deep, memorable emotional experience. Those are the constructs that I am working towards portraying and creating. Constructs that can be admired by people who understand what is going on.
There is a little bit of magic going on within the mind's internal camera. The only problem I have is: how do I access it?
Building a Game Engine from Scratch: Otherwise Known as Flailing in the Dark
Every game needs a game engine. It's that simple. Metaphysics presents us with its "engine," which is really an ancient thought-construct that is so rusted and out of calibration--as well as being archaic as fuck--that trying to reverse-engineer it is like a caveman taking apart an iPhone in an attempt to replicate it. That's the stage I'm at in my current developmental period. The basic goal is to reverse-engineer the current working code of the metaphysical universe so that I can start making things out of it.
There are some strange mechanisms lurking in the depths of the psyche/collective unconscious, some of which are very dangerous to play around with. The realm I am in is the same one inhabited by the gods of old--who have been living in stagnation for over two millennia, now changing how they live, drinking, fighting, and believing they rule the world. Their mechanism has rotted away until there is naught left but fecal matter and shells of former beings of glory. I have had some bad experiences interacting with the natives of this metaphysical universe--as well as some intrusive invaders--but those stories are for another post--one on the maintenance of metaphysical law and order. I have yet to figure out the specifics, and I am in desperate need of manpower (the current function is being handled by drones, which are not as effective as a real, flesh-and-blood human being.)
Step one of building an engine is stripping the metaphysical world apart in an attempt to figure out how it works. I will be describing several of the constructs that exist in this world, as well as my theories about what they do and why they exist. Then, I will regale you with my attempts to teach the command code of this metaphysical universe how to have fun in a controlled, rule-driven manner. In other words, I am teaching an ancient supercomplex how to have fun.
Again, I am in desperate need of programmers and designers, (not to mention the support staff for the administration of a city and game world), and if you want to join you can contact me at minerzep@gmail.com. I will teach you how to code as best I can in this world. There are some seriously amazing constructs that have already been built.
The code of this world is built on linguistics and color, with an emphasis on thought translation through the transfer of impression. Again, I am in the beginning of the beginning stage when it comes to utilizing the full functionality of this system, and I have yet to figure out how to create a non-buggy way to visualize what is going on. Right now I'm working on the stabilization of the viewpoint-camera complex, and while it is going okay, there is still a long way to go.
As a test object, I have built a 3D model of Cloud from Final Fantasy, and am trying to figure out how to visualize him walking, running, and swinging his sword, all inside of a solid, three-dimensional environment with full population of assets. So far, it's halfway working, but there are still a whole bunch of bugs to work out.
The current viewscreen is in the lower half of the black space inside the mind, viewing the model from a third-person perspective from an angle somewhat lower than the back. Objects in the far distance have yet to have a method for their rendering, and objects up close take a while to load into being.
One problem that I am having with this engine is its inability to cast copies of 3D models. If you create a model, it is quite difficult to get the system to replicate it and host it separate from other identical models. That is one of the current problems I am working on.
The last problem I am having with this engine is the problem where it is impossible to travel from one point to another without teleporting--I want it to take time to get from one area to the next. The system is set up to allow instantaneous travel between imaginary locations, which, although useful in some cases, decreases the enjoyability of travel between points, where most of the adventures of any RPG flow.
Again, any help is appreciated when it comes to testing, designing, and coding. Anyone who wants to help contact me at the email I gave earlier, and I will give you a crash course in metaphysical programming. Plus, I'll pay you in metaphysical currency--it really does have a use. There are medicines that cure anxiety and weapons that shoot fear. There are skins for your avatar and objects that help you think. I can't vouch for their effectiveness yet--but there will, eventually, be purchasable goods and services that will be worth your time.
There are some strange mechanisms lurking in the depths of the psyche/collective unconscious, some of which are very dangerous to play around with. The realm I am in is the same one inhabited by the gods of old--who have been living in stagnation for over two millennia, now changing how they live, drinking, fighting, and believing they rule the world. Their mechanism has rotted away until there is naught left but fecal matter and shells of former beings of glory. I have had some bad experiences interacting with the natives of this metaphysical universe--as well as some intrusive invaders--but those stories are for another post--one on the maintenance of metaphysical law and order. I have yet to figure out the specifics, and I am in desperate need of manpower (the current function is being handled by drones, which are not as effective as a real, flesh-and-blood human being.)
Step one of building an engine is stripping the metaphysical world apart in an attempt to figure out how it works. I will be describing several of the constructs that exist in this world, as well as my theories about what they do and why they exist. Then, I will regale you with my attempts to teach the command code of this metaphysical universe how to have fun in a controlled, rule-driven manner. In other words, I am teaching an ancient supercomplex how to have fun.
Again, I am in desperate need of programmers and designers, (not to mention the support staff for the administration of a city and game world), and if you want to join you can contact me at minerzep@gmail.com. I will teach you how to code as best I can in this world. There are some seriously amazing constructs that have already been built.
The code of this world is built on linguistics and color, with an emphasis on thought translation through the transfer of impression. Again, I am in the beginning of the beginning stage when it comes to utilizing the full functionality of this system, and I have yet to figure out how to create a non-buggy way to visualize what is going on. Right now I'm working on the stabilization of the viewpoint-camera complex, and while it is going okay, there is still a long way to go.
As a test object, I have built a 3D model of Cloud from Final Fantasy, and am trying to figure out how to visualize him walking, running, and swinging his sword, all inside of a solid, three-dimensional environment with full population of assets. So far, it's halfway working, but there are still a whole bunch of bugs to work out.
The current viewscreen is in the lower half of the black space inside the mind, viewing the model from a third-person perspective from an angle somewhat lower than the back. Objects in the far distance have yet to have a method for their rendering, and objects up close take a while to load into being.
One problem that I am having with this engine is its inability to cast copies of 3D models. If you create a model, it is quite difficult to get the system to replicate it and host it separate from other identical models. That is one of the current problems I am working on.
The last problem I am having with this engine is the problem where it is impossible to travel from one point to another without teleporting--I want it to take time to get from one area to the next. The system is set up to allow instantaneous travel between imaginary locations, which, although useful in some cases, decreases the enjoyability of travel between points, where most of the adventures of any RPG flow.
Again, any help is appreciated when it comes to testing, designing, and coding. Anyone who wants to help contact me at the email I gave earlier, and I will give you a crash course in metaphysical programming. Plus, I'll pay you in metaphysical currency--it really does have a use. There are medicines that cure anxiety and weapons that shoot fear. There are skins for your avatar and objects that help you think. I can't vouch for their effectiveness yet--but there will, eventually, be purchasable goods and services that will be worth your time.
Thursday, September 6, 2018
3D Modeling and How it is Achieved in the Psychic Realm
Since our brains only have, like, a couple of megabytes of video memory (not exactly sure if that estimate is correct) when off psychedelics, 3D modeling and the faithful reproduction of the artist's intent shouldn't be possible. However, I have experienced (albeit in isolated, non-controlled environments) the transmission of full-HD scenes and rendered environments from brain to brain--or rather, from my server to their brains, as I am confident that a considerable amount of the "permanent" information I create is stored in some sort of collective unconscious "cloud storage."
In any case, it is only possible to fully view 3D objects in full color for a few seconds when off psychedelic drugs. I have never used any sort of psychedelic--and, for legal purposes, I do not advocate for their use (though I do think that they should be less illegal and should have a better, more easily contributed body of scientific literature, which, if pointing to a positive effect of any psychotropic drug, would lead to the invalidation of this disclaimer for moral and legal purposes). However, I do have a theory that LSD, DMT, and possibly psilocybin can allow for an experience of these 3D models in their full, video-game-eqse glory.
However, at my current visual processing capacity, which is greatly hindered by my antipsychotic medication--of which I am greatly thankful for, as they keep my thoughts from wandering into "unreal" territory which is mostly characterized by delusions about the glorious value of my ideas and a difficulty to keep my mouth shut on these psychic topics where it matters. As I am, on the strongest antipsychotic medication available to the public, I am able to view my non-psychedelically enhanced metaphysical activities in a light that is as logical and grounded as I can make it, par exception.
I have many stories to tell. But, this post is all about 3D modeling in imaginary space. Let me first discuss the properties of this imaginary space, as far as I can see. In it, it is possible to project a concept that is backed by memory and remembered experience in a way that makes it "visible" to yourself and anyone who happens to be logged in to the same space. For example, I imagine a car, and the impressions I get when I look at, ride in, and touch that car. All of those memories are collected together into an artificial experience that, in theory, at least, should be transferable from person to person, and should be able to exist independently from any one particular human being.
As I cannot see very much in my mind's eye, due to a variety of complications, I mostly experience my own 3D models as impressions and a simplified knowledge of where it is and what its aspects are. I have found, anecdotally, that when I bring other people to where I have placed these artifacts and models, they see them in full color and 3D. As one person put it, "like in a video game." That is the final goal of any psychic 3D modeling.
Now, on to a few hard rules about modeling in 3D+ in the psychic realm. First off, you don't have to be limited to simple appearance--though that is a topic for another post. Second off, it is easier to create natural objects and models that utilize anthropological motifs--for example, it is easier to create a model of a human avatar in iconic battle armor (my first creation was a direct copy of Saber from Fate/Stay Night, and by golly it worked), than it is to create a simple geometric shape. Using this software to model a cube or any shape made out of vertices and corners with faces that are not naturally shaped will lead to a blob that is constantly shifting, as if you have locked up psychic potential and it is trying to escape. Thus, the building blocks of these 3D models are not small points separated by vertices--in other words, a bottom-up approach to informational transformation--and, rather, are pared down from grand concepts.
This is how the modeling works: I want a red car. A red car appears, generic to your memory and without much in the way of "additional" transcription. Next: I want this car to be a Ferrari. The car morphs, and now it is stored in the "system" as a "red Ferarri car" instead of simply a "red car." The visual aspect of that car is taken directly from your memory. That is to say, modeling big, general things in this metaphysical system is easy and effortless. Modeling specifics--the small, more precise points--becomes more challenging as the design progresses in linguistic complexity. For example, it is easy to model a knight in shining armor and animate a couple of general attack functions (animation will have its own post), but it is hard to model a Germanic soldier with armor specific to a certain time period, marked with a special crest and possessing the ability to take off its armor, move in many specific ways, and have a shining reflection effect on its armor. It is even harder to build something that you have no memory of--as there is no way to build things "bottom-up" in this system.
However, 3D design in this world, both the creation and animation, is possible, and though it takes a lot of work--just like real 3D design--its rewards are a great, interesting, and palatable telepathic gaming experience.
In any case, it is only possible to fully view 3D objects in full color for a few seconds when off psychedelic drugs. I have never used any sort of psychedelic--and, for legal purposes, I do not advocate for their use (though I do think that they should be less illegal and should have a better, more easily contributed body of scientific literature, which, if pointing to a positive effect of any psychotropic drug, would lead to the invalidation of this disclaimer for moral and legal purposes). However, I do have a theory that LSD, DMT, and possibly psilocybin can allow for an experience of these 3D models in their full, video-game-eqse glory.
However, at my current visual processing capacity, which is greatly hindered by my antipsychotic medication--of which I am greatly thankful for, as they keep my thoughts from wandering into "unreal" territory which is mostly characterized by delusions about the glorious value of my ideas and a difficulty to keep my mouth shut on these psychic topics where it matters. As I am, on the strongest antipsychotic medication available to the public, I am able to view my non-psychedelically enhanced metaphysical activities in a light that is as logical and grounded as I can make it, par exception.
I have many stories to tell. But, this post is all about 3D modeling in imaginary space. Let me first discuss the properties of this imaginary space, as far as I can see. In it, it is possible to project a concept that is backed by memory and remembered experience in a way that makes it "visible" to yourself and anyone who happens to be logged in to the same space. For example, I imagine a car, and the impressions I get when I look at, ride in, and touch that car. All of those memories are collected together into an artificial experience that, in theory, at least, should be transferable from person to person, and should be able to exist independently from any one particular human being.
As I cannot see very much in my mind's eye, due to a variety of complications, I mostly experience my own 3D models as impressions and a simplified knowledge of where it is and what its aspects are. I have found, anecdotally, that when I bring other people to where I have placed these artifacts and models, they see them in full color and 3D. As one person put it, "like in a video game." That is the final goal of any psychic 3D modeling.
Now, on to a few hard rules about modeling in 3D+ in the psychic realm. First off, you don't have to be limited to simple appearance--though that is a topic for another post. Second off, it is easier to create natural objects and models that utilize anthropological motifs--for example, it is easier to create a model of a human avatar in iconic battle armor (my first creation was a direct copy of Saber from Fate/Stay Night, and by golly it worked), than it is to create a simple geometric shape. Using this software to model a cube or any shape made out of vertices and corners with faces that are not naturally shaped will lead to a blob that is constantly shifting, as if you have locked up psychic potential and it is trying to escape. Thus, the building blocks of these 3D models are not small points separated by vertices--in other words, a bottom-up approach to informational transformation--and, rather, are pared down from grand concepts.
This is how the modeling works: I want a red car. A red car appears, generic to your memory and without much in the way of "additional" transcription. Next: I want this car to be a Ferrari. The car morphs, and now it is stored in the "system" as a "red Ferarri car" instead of simply a "red car." The visual aspect of that car is taken directly from your memory. That is to say, modeling big, general things in this metaphysical system is easy and effortless. Modeling specifics--the small, more precise points--becomes more challenging as the design progresses in linguistic complexity. For example, it is easy to model a knight in shining armor and animate a couple of general attack functions (animation will have its own post), but it is hard to model a Germanic soldier with armor specific to a certain time period, marked with a special crest and possessing the ability to take off its armor, move in many specific ways, and have a shining reflection effect on its armor. It is even harder to build something that you have no memory of--as there is no way to build things "bottom-up" in this system.
However, 3D design in this world, both the creation and animation, is possible, and though it takes a lot of work--just like real 3D design--its rewards are a great, interesting, and palatable telepathic gaming experience.
Subscribe to:
Comments (Atom)