IMatter™ by AxiomForge™ · Applied Identity Physics™
2.5 million cubes of real planet, weighed and smashed live in a web page · worked examples: Earth, Moon, Mars · 1 unit = 1 cm · TL = 0.136899099984016
HIGHTISTIC (Russell Vernon Trent III) · SNSFT Foundation
uuia.app/imatter · [9,9,3,27]
WORKED EXAMPLES

Each world is filled with tiny cubes called TL-cells. Each cube takes the density of the rock or metal at its spot, from the standard model seismologists use. Count the cubes, add up their weight, and the total has to match the real Earth.

Each TL-cell of edge h takes the Preliminary Reference Earth Model (PREM) density at its center. Mass, mean density, polar moment of inertia and the gravity profile are sums over cells, compared with the measured values.

TL-CELLS
Cells across Earth96
TOOLS
Brush2 cells
Material
DIG removes cells, PLACE adds cells on the face you touch, PAINT changes what cells are made of. With a tool on, one finger or the left mouse button works the tool; turn the view with two fingers or the right mouse button. Every number updates after each stroke.
Edits change cell occupancy and density directly; mass, I/MR², gravity and the layer table are recounted from the cells after each stroke. Keys: O orbit, D dig, P place, A paint, Ctrl+Z undo, [ and ] brush.
IMPACT
Impactor diameter—
Material
Speed20 km/s
Angle from horizontal45°
Pick a size, material, speed and angle, then FIRE. AIM lets you click the spot to hit; otherwise it strikes the side facing you. Small impacts dig a crater and throw out debris that falls back as a blanket; big enough impacts blow part of the planet away.
Crater: Collins, Melosh & Marcus (2005) π-group scaling, transient D = 1.161 (ρᵢ/ρₜ)^⅓ L^0.78 v^0.44 g^−0.22 sin^⅓θ; final simple 1.25 D, complex 1.17 D^1.13 / D_c^0.13 (D_c = 3.2 km). Bowl depth D/2√2. Disruption: Leinhardt & Stewart (2012) universal law, M_lr/M_tot = 1 − Q_R / 2Q*_RD, c* = 1.9, μ̄ = 0.36. Ejecta speeds follow a power law (Housen & Holsapple 2011); debris below escape speed falls back ballistically and builds a blanket.
CUTAWAY
Show layers from depth0 km
Peel the planet: slide right to strip away the outer layers and look at the core.
VIEW
ORBIT: drag to turn, scroll to move in, all the way inside if you like; double-click any cell to circle around that spot. FLY: drag to look around, scroll or W/S to move forward and back, A/D to slide sideways, Q/E down and up, hold Shift to go faster. On a phone, drag to look and pinch to move.
Orbit camera: target point, distance and two angles; double-click sets the target to a cell. Fly camera: free position with yaw and pitch, Z up. In fly mode the tool hotkeys are off; W/A/S/D/Q/E and the arrow keys move the camera.
EXPORT
SCALE

1 unit = 1 cm (Unreal Engine convention; glTF, Blender and Unity divide by 100 for meters). Geometry is stored as dimensionless TL-cell counts; one declared edge length per scene converts every count to physical units.

One double-precision frame keeps 1 cm out to about 9 × 10¹³ m. Larger scenes give each octree cell its own local origin, so 1 cm holds at any scale.

layers
—
— fps
COUNTING CELLS…