While reading up on stable cosserat rods, I realized that it’s essentially an elegant way to describe the relation between current state of rope segment, and how other rope segments influence it. This is achieved by describing a nabla along with the state matrix.

But, that got me thinking: can’t this apply for game agents in my engine too? The working theory (theory is doing a lot of work here), is that if an agent has a personality state PP that represents their current personality as a matrix, can’t events in the world define their own nabla that every agent that “witnesses” it (in observable radius) can influence how they “perceive” said event? This would open up a way for me to create a system where events in the world can be perceived differently and by the time it reaches a user, be completely different from the original event.

I’ll need to test this. don’t even need the UI for this, just a kernel with a handful of personality events and an event with it’s nabla to influence, and see if it works. I’ll think about scalability and rendering later (since the render loop and this system will be fighting for resources. I’ll have to experiment with time steps).