Notes on views and physics modes (for future me):
- Physics mode: Classical vs Relativistic (weak‑field).
- Classical: Newtonian N‑body; ball uses a = Σ Gm/r², no γ, no hard c‑limit.
- Relativistic: SR‑ish kinematics for the ball (dp/dt with γ, speed < c) plus mild, gameplay‑driven gravity corrections; approximation, not full GR.
- Camera mode: Lab vs Ball Camera.
- Lab: Draws current positions at the current simulation time.
- Ball Camera: Draws apparent (light‑time delayed) positions from the newest ball’s perspective using short history buffers; affects rendering only, not physics.
- Proper‑time HUD: Shows the selected ball’s proper time and γ; physics integrates in the simulation (lab) frame for stability.
- Intentional compromises: No full GR geodesics, no true simultaneity handling; the “ball view” is an observer/camera effect to convey intuition without re‑integrating in changing frames.
- Controls: (F) physics mode; (T) camera mode; (M) planet motion; (P) overlay; (R) reset; (N) new level; (S) sound.