Source-linked guide

Physics in Minkowski Kart

See how special-relativity calculations power the telemetry, visual effects, and arcade mechanics of every race.

  1. Speed, frames, and proper time
  2. Aberration and apparent position
  3. Doppler colour effects
  4. Time dilation and power-ups
  5. Black holes and wormholes

Special relativity

Speed, Lorentz factor, and proper time

The in-game speed of light c is adjustable from 15 to 1000 game units per second. For a kart moving at speed v, the relativity module calculates beta and the Lorentz factor:

Beta equals speed divided by the speed of light; gamma equals one divided by the square root of one minus beta squared.

Per-kart proper time accumulates at Δτ = Δt / γ. The race HUD can display velocity, beta, proper time, and the configured c. Ordinary race timing remains coordinate time; proper time is additional telemetry.

Read the beta, gamma, and proper-time implementation.

Two karts racing while the HUD reports velocity 20, beta 0.572, proper time 1 minute 1 second, and speed of light 35
Telemetry in a genuine game capture: v, β, τ, and c are visible at the right.

How objects look

Aberration and retarded apparent positions

Relativistic aberration

The CPU and GPU implementations transform viewing directions using a Lorentz-derived aberration mapping. At high beta, forward and peripheral directions appear redistributed.

CPU transform · GPU transform

Retarded emission time

The renderer estimates where light would have left a moving object before reaching the observer, then combines that apparent position with the aberration mapping.

Read the shader implementation.

Renderer scope: the scene pipeline applies aberration and apparent-position transforms while leaving the underlying positions, normals, and tangents stable for responsive racing.

A kart racing at beta 0.961 on the Möbius Trip track as the track geometry appears strongly warped toward the centre
High-beta in-game visual warp at β = 0.961, created by the renderer's apparent-position and aberration pipeline.

Colour and direction

Relativistic Doppler colour effects

The colour shader calculates a directional Doppler/searchlight factor based on gamma and the angle between velocity and view direction. It approximately remaps RGB energy through spectral response curves and applies relativistic beaming.

Current runtime code activates the effect for selected item and status states, including particular photon, squash, and bomb effects. These moments create a directional burst of colour tied to the action.

Inspect the Doppler factor · Inspect runtime activation

Mechanics

Time dilation and physics-themed power-ups

Time Dilation

A wave expands to a 75-unit radius over three seconds. Eligible opponents inside it receive a delayed, distance-scaled reduction in effective c; shields can absorb the effect.

Source

Black Hole

A heavy projectile steers toward a target, bringing analytic lensing and accretion-disc effects into the racing line.

Homing logic

Wormhole

Two linked endpoints form a bidirectional shortcut. Entering one moves the kart to the other while transforming orientation and velocity.

Teleport logic

Curved-spacetime inspiration

Black holes, wormholes, and lensing

Black-hole and wormhole effects make curved-spacetime ideas legible at racing speed. The displacement shader uses procedural analytic shapes and screen-space distortion to deliver fast, readable lensing.

Wormholes teleport physical game objects between linked endpoints, with distortion signalling the shortcut as players approach.

Read the lensing shader notes · Read the wormhole implementation

Black-hole power-up above a Möbius racing track with visible screen-space distortion around it
A genuine in-game capture of the black-hole lensing effect.