Relativity Lab

Special & general relativity, made tangible. c = 1 throughout; velocities shown as β = v/c.

Relativity is two ideas, both Albert Einstein's. Special relativity (Einstein, 1905) says the speed of light is the same for everyone, and the price of that is that space and time stretch to keep it so. General relativity (Einstein, 1915) says gravity is not a force but the shape of spacetime, and matter follows the straightest available path through a curved geometry. This instrument lets you turn the knobs on both.

The one rule of special relativity

Light moves at c regardless of who measures it or how fast they move. Hold that fixed and almost everything else has to give. A moving clock ticks slow by the factor γ, a moving ruler shrinks by the same factor, and two observers stop agreeing on what "now" means. The interval between two events is the quantity everyone still agrees on.

The one rule of general relativity

Free-falling objects travel geodesics, the straightest lines a curved geometry allows. Near a mass the geometry curves, and a geodesic that would have been straight now bends. Orbits precess, light deflects by twice the Newtonian amount, and clocks deeper in the well run slow. The boundary of no return is the event horizon at the Schwarzschild radius.

Before the rest, hold on to one idea: the gravity you feel right now is mostly the bending of time, not space. A dropped ball follows the path that lets its own clock tick the most, and because clocks run a hair faster higher up, that path curves back to the ground. At everyday speeds curved time is nearly all of the effect; the trampoline-funnel picture shows the space part, which barely matters until things move near light speed. See Why Things Fall for the part that actually pulls on you.

Explore the experiments

Click any card to open it — or use the grouped tabs and the ‹ › stepper at the top to walk through in order. Each panel has a Try: prompt and a ▸ deeper-dive.

Colour key — the same accents mean the same thing in every panel:

time · clocks · proper time space · motion · the mass another frame · light & lensing horizons · surfaces · the past points of interest · ISCO · longest-aging the moving object & its 4-velocity reference · held / ghost paths

Symbols & terms used throughout

Hover (or tap) any underlined term in the tool for its definition. The full set:

Pick a mode above. Each panel has a ▸ deeper-dive you can open for the derivation.

Motion through spacetime · space-speed² + time-speed² = c²

The Spacetime Dial

Everything moves through spacetime at exactly c. Speed up through space and you divert motion away from time.

quarter dial full circle
speed through space
0.000 c
speed through time
1.000 c
Lorentz factor γ
1.000
proper-time rate dτ/dt
1.000
tilt angle θ
0.0°
sector
matter · forward
Per lab time t: speed-through-space = v, speed-through-time = c·dτ/dt = c/γ. These obey v² + (c/γ)² = c², a right triangle with hypotenuse c. The pointer shows that split; it tilts from straight-up (all time, at rest) toward the space axis as β grows. Space now runs to the right (+x). One caution: this dial is not the 4-velocity arrow you would draw on the Minkowski diagram next door — there light sits at 45° and worldlines tilt by atan β, not asin β.
full circle & the antiparticle interpretation

Switch to full circle and the dial shows all four quadrants. Your pointer sweeps only the upper (future) half — right of vertical for motion in +x, left for −x; its mirror image, the same worldline run backward in time, sweeps the lower half.

In the lower half, the time component points down, into the past. A worldline running backward in time is, in the Feynman–Stückelberg reading, an antiparticle running forward: a positron is an electron whose 4-velocity points into the past. On this dial that reading is literal — the arrow sweeping below the horizontal is the same particle, time-reversed. It is why pair creation and annihilation look like a single worldline bending back on itself.

Press photon to push β all the way to 1. The pointer swings flat onto the space axis: a massless particle spends all of its motion on space and none on time, so its arrow lies on the horizontal light line and proper time stops, dτ/dt = 0. There is no "rest frame" for light because there is no time component left to stand still in.

Minkowski diagram · lab frame S vs boosted frame S′
drag in plot to move the event

Minkowski Diagram

A Lorentz boost is a hyperbolic rotation. Watch the S′ axes scissor toward the light line as β grows.

light cone invariant hyperbolae S′ grid event A
event in S (x, ct)
0.0, 0.0
event in S′ (x′, ct′)
0.0, 0.0
interval s² = x²−(ct)²
0.0
classification
rapidity φ = atanh β
0.42
Boost: ct′ = γ(ct − βx), x′ = γ(x − β·ct). The interval s² is the same number in both frames, and that agreement is what the diagram is for. Hyperbolae mark constant s²; the event slides along one as you change β.
why a boost is a hyperbolic rotation

An ordinary rotation keeps x²+y² fixed and mixes axes with sin and cos. A Lorentz boost keeps x²−(ct)² fixed and mixes axes with sinh and cosh of the rapidity φ: ct′ = ct·coshφ − x·sinhφ, with tanh φ = β. A single sign separates Euclidean geometry from spacetime: minus where a rotation has plus.

Because rapidities add where velocities do not, three 0.5c boosts in a row give tanh(3·atanh 0.5) ≈ 0.93c, not 1.5c. Nothing crosses c no matter how many boosts you stack. The x′ axis tilts up by the same angle the ct′ axis tilts over, so they scissor symmetrically toward the 45° light line and never cross it.

γ, time dilation, length contraction, Doppler vs β

Dilation & Doppler

The four signature curves of special relativity, with a movable readout cursor.

γ factor clock rate 1/γ length 1/γ Doppler (both)
γ = 1/√(1−β²)
1.250
moving clock rate
0.800
contracted length
0.800
Doppler approach f′/f
2.000
Doppler recede f′/f
0.500
A clock moving at β ticks at rate 1/γ in your frame; a ruler shrinks along its motion by the same factor. Relativistic Doppler: f′/f = √((1±β)/(1∓β)) for approach / recession.
why γ runs away near c

γ = 1/√(1−β²) is gentle at first: at β=0.1 it is 1.005, a half-percent effect. It reaches only 1.15 at β=0.5. Then the square root starts to bite. At β=0.9 it is 2.3, at 0.99 it is 7.1, at 0.999 it is 22. The curve has a vertical asymptote at β=1, which is why no massive object reaches c: the energy γmc² needed diverges.

Time dilation and length contraction carry the same factor 1/γ, which is why the clock-rate and length curves here sit exactly on top of each other. They are not, however, one effect seen twice: they are two separate consequences of the Lorentz transformation, and length contraction needs a simultaneity convention on top of it — to have a length at all you must locate both ends at once, and which events count as "at once" depends on the frame. This is why stacking the two by hand goes wrong: apply it to a chasing light beam and you land on c/(1+β) rather than c. See Chasing Light.

The two Doppler curves are not 1/γ; they fold in the changing light travel-time as well, so the approach curve rises faster than γ and the recession curve falls toward zero.

Schwarzschild geometry · Flamm's paraboloid + precessing geodesic
drag to orbit · scroll to zoom

Gravity Well

General relativity. The funnel is the curved space outside a mass; the orbit precesses because GR adds a 3Mu² term Newton never had.

Schwarzschild radius r_s
2.0 M
current radius r
precession / orbit (exact)
…weak-field 6πM/p would give
grav. time dilation √(1−r_s/r)
photon sphere
3M
innermost stable orbit
6M
orbit type
bound
Orbit shape from the exact Binet equation u″ + u = M/L² + 3M u², u = 1/r, integrated by RK4. The final 3Mu² term is the relativistic correction that drove Mercury's perihelion. Height is Flamm's embedding.
what the funnel is, and is not

The funnel is not the rubber-sheet cartoon where gravity is drawn as a ball denting a trampoline (that picture secretly uses gravity to explain gravity). It is Flamm's paraboloid, the true geometry of a spatial slice outside the mass. Distances measured along the curved surface are the real proper distances; the throat at r_s is where the surface turns vertical.

There is one thing the funnel cannot show: it is only the space curvature. For a slowly orbiting planet the fall is dominated by time curvature, and this surface contributes almost nothing; the space part scales as (v/c)². Only for light does it grow into a full half, which is why a photon's deflection is twice Newton's. The Why Things Fall tab isolates the time half that does the everyday work.

Newton's orbit closes into a fixed ellipse because the potential is exactly 1/r. The GR 3Mu² term breaks that, so the ellipse rotates a little each lap and traces a rosette. The closer the orbit to the mass (smaller p), the larger the per-orbit twist.

The two precession readouts disagree for a reason. The textbook figure, the one that gives Mercury its 43″ per century, is 6πM/p — and it is only the first term of an expansion in M/p. Mercury sits at p ≈ 3.8×10⁷ M, so for it that one term is the whole answer to many decimal places. This panel deliberately puts you at p = 16–24 M, where the orbit skims a few Schwarzschild radii and the higher-order terms are not small: at the default p = 18 M, e = 0.4 the exact advance is 114° per orbit against the formula's 60°. The exact row is measured from the integrated geodesic, perihelion to perihelion, and is the one to trust here; the weak-field row sits beside it so you can watch the textbook formula break down. The time-dilation readout shows how slow a clock hovering at the planet's current depth would run; the orbiting clock is also moving, so it ticks slower still — √(1−3M/r) on a circular orbit.

3D light cone · (x, y, ct) · causal structure of an event
drag to orbit · scroll to zoom

Light Cone

In two space dimensions plus time, the boundary of cause and effect is a cone. A worldline must stay steeper than 45°.

future cone past cone plane of simultaneity
worldline angle from ct
26.6°
status
timelike ✓
γ along worldline
1.155
The cone's wall is the path of light, fixed at 45° (c = 1). The amber line is the traveller's worldline; its tilt is the velocity. The translucent disk is that traveller's now — events they call simultaneous.
causality and why 45° is the speed limit

Every event sits at the tip of its own light cone. The future cone holds everything this event can still influence; the past cone holds everything that could have influenced it. The region outside both cones is the elsewhere: too far to reach even at light speed, so no cause and effect can pass either way.

A worldline tilted past 45° would mean travelling faster than light, which would let it exit its own future cone, reach the elsewhere, and in some frame arrive before it left. Keeping every worldline steeper than the cone wall is the same thing as saying causes precede effects for everyone. The simultaneity disk tilts by atan β, the mirror image of the worldline's tilt about the light line, so the faster you go the more your 'now' slices into what others call past and future.

Relativistic flight · aberration + Doppler + beaming
drag to look around

Relativistic Starfield

Fly through the stars at relativistic speed. They crowd toward the bow, blueshift ahead, redshift astern.

γ factor
1.000
forward Doppler f′/f
1.000
aft Doppler f′/f
1.000
forward half-angle (½ sky in)
90.0°
Aberration: cos θ′ = (cos θ + β)/(1 + β cos θ). Each star's colour and brightness follow the Doppler factor D = γ(1 + β cos θ), with beaming intensity ∝ D⁴. At 0.99c, half the entire sky packs into a cone ~16° wide ahead of you.
three effects stacked into one view

Aberration moves stars: positions that were spread across the sky pull forward into a tight forward patch, so the bow fills with stars and the stern empties. Doppler recolours them: light ahead blueshifts (D>1), light behind redshifts (D<1). Beaming rebrightens them: because bolometric intensity goes as D⁴, the forward stars blaze and the rear ones fade almost to black. All three effects come from the same boost.

The forward half-angle is acos β: the whole rest-frame forward hemisphere squeezes into a cone of that opening. At β=0.99 that is 8.1°, so half the sky lives in a 16°-wide spot. The colour map here is illustrative; the position, Doppler factor, and D⁴ brightness are computed exactly from the formulas above.

Weak-field lensing · light vs matter geodesics on a warped grid
drag a mass to move it

Curved Space

Drop masses into the plane and watch the coordinate grid and passing rays bend. Light deflects by exactly twice the Newtonian amount.

⇋ time-only vs light space curvature

Turn on time-only vs light, then toggle space curvature: the light ray's bend halves onto the time-only track, which is Newton's corpuscle prediction. Light bends twice as much only because it also feels curved space.

total mass in field
1.5 M
deflection · innermost weak-field ray
Newtonian would give
selected r_s = 2M
3.0
selected photon sphere 3M
4.5
A point mass bends a light ray by α = 4GM/(c²b) = 4M/b toward itself, where b is the impact parameter. Newton's prediction, treating light as fast corpuscles that feel only the time part of gravity, is half that: 2M/b. The factor of two, confirmed at the 1919 eclipse, cleanly separates general relativity from Newton. (Genuinely slow matter is a different story. It lingers in the field and bends more, by 2M/bβ²; the clean factor-of-two comparison exists only at v = c.)
derivation & what the grid shows

Each ray is integrated with the weak-field deflection law dv̂/dl = −(1+β²)(∇Φ)⊥, with Φ = −Σ Mᵢ/rᵢ the summed Newtonian potential and (∇Φ)⊥ its component perpendicular to the ray. Only the perpendicular part bends the path, so speed is held fixed.

For light, β=1 and the prefactor is 2; integrating a distant flyby gives exactly ∫2(∇Φ)⊥ dl = 4M/b. Setting the prefactor to 1 — curved time only — gives 2M/b, the Newtonian prediction for a corpuscle crossing at c. Both superpose linearly because the potentials add, which is why dropping a second mass simply sums the bends.

Note that 4M/b is a small-angle result: it assumes the ray keeps to its original straight line while the field kicks it sideways. The rays drawn here are integrated in full, so a close pass gets dragged inward, feels a stronger field than the straight line would, and bends more than the formula says — by a fifth or so once the bend passes ~30°, and half again as much by ~70°. The readout therefore quotes the innermost ray that is still genuinely small-angle, and flags the comparison when a heavy enough mass pushes every ray out of that regime. The exact treatment, where a close enough ray is captured outright, is the Black Hole tab.

The β slider comes with a caveat: it dials only the (1+β²) space-curvature coupling while the beam still crosses at the same speed. It does not show the trajectory of a real particle slowed to β; a genuinely slow particle spends longer in the field and bends more, by 2M/bβ², the opposite trend. The slider answers a single question: how much of light's bend comes from curved space.

The grid is the same physics applied to a background lattice: each node is displaced by the deflection field α = Σ 4Mᵢ(x−xᵢ)/|x−xᵢ|², so straight coordinate lines appear pinched toward each mass, the visual signature of gravitational lensing. Softening near each mass keeps the weak-field picture valid; inside a few r_s the linear approximation breaks down and you would need the full Schwarzschild geodesics from the Gravity Well tab.

Velocities don't add · rapidities do
drag either slider · nothing crosses c

Adding Velocities

Chase a beam at 0.9c from a ship already doing 0.9c, and you still measure light rather than 1.8c. Velocities combine by a twisted rule; the angle behind them simply adds.

naive u + v
1.000 c
relativistic u ⊕ v
0.800 c
rapidity φ_u = atanh u
0.549
rapidity φ_v = atanh v
0.549
φ_u + φ_v = φ_total
1.099
tanh(φ_total) = result
0.800
Velocities combine as w = (u+v)/(1+uv) (with c=1). Define the rapidity φ = atanh β and that mess becomes plain addition: φ_w = φ_u + φ_v. The lower track is rapidity, which runs to ±∞ and adds like a ruler; the upper track is velocity, which jams against ±c. The function joining them is tanh.
why stacking never reaches c

Each boost shifts rapidity by a fixed amount, so N identical boosts of β give rapidity N·atanh β and velocity tanh(N·atanh β). That tends to 1 but never arrives: ten 0.5c boosts give 0.99997c, not 5c. Because tanh saturates, c is an asymptote no finite stack of boosts can cross.

This is the same hyperbolic angle as the Minkowski boost: a velocity addition is a rotation through an imaginary angle, and rotation angles add. Velocities look awkward only because we read off tanh φ instead of φ itself.

Spacetime diagram · stay-at-home vs traveller
toggle the simultaneity lines to see the turnaround jump

The Twin Paradox

One twin flies out and back at speed β; the other waits on Earth. They reunite and the traveller is younger. There is no paradox, because only one of them ever changed frames.

simultaneity proper-time ticks
Earth twin ages
12.0 yr
traveller ages
9.6 yr
Lorentz factor γ
1.250
age difference
2.4 yr
distance reached (Earth frame)
3.6 ly
The traveller's worldline is the bent amber path; Earth's is the straight cyan line. Proper time is the length measured the spacetime way, with a minus sign, so the longer-looking bent path is the shorter elapsed time: the traveller ages exactly 1/γ as much. The asymmetry is the corner: only the traveller feels the turnaround.
the missing 'now'

Turn on simultaneity. On the outbound leg the traveller's lines of 'now' tilt one way; on the return they tilt the other. At the turnaround the traveller's notion of what is happening on Earth jumps forward across a whole band of Earth-time — the years that the naive "each sees the other's clock run slow" argument forgets. The whole resolution lives in that jump.

Nothing here needs acceleration math: the gap is geometric, set by the angle between the two simultaneity families, which is fixed by β.

Null geodesics · Schwarzschild equatorial plane
drag the slider to aim one ray · watch it skim the photon sphere

Black Hole — Light & Shadow

A parallel beam of light falls past a non-rotating black hole. Rays aimed too close are swallowed; the gap they leave behind is the shadow you photograph from far away.

full beam photon sphere shadow disk river of space

Switch on river of space for the Painlevé picture: space itself pours inward, free-floaters drift in with it, and the inflow hits the speed of light right at the horizon — so inside, even outward-aimed light is carried in. Add spin and the river also swirls (frame dragging), opening an ergosphere.

event horizon r_s
2.0 M
photon sphere
3.0 M
critical b = 3√3 M
5.196 M
highlighted ray
deflected
deflection angle
Light obeys d²u/dφ² + u = 3M u² with u = 1/r — the orbit equation with the mass term dropped (photons are massless) and the same 3M u² correction that precesses Mercury. A ray with impact parameter b < 3√3 M ≈ 5.2M spirals through the horizon; b > 3√3 M whips around and escapes. Exactly at b = 3√3 M it asymptotes to the photon sphere at 3M, circling forever.
where the shadow comes from

Trace every captured ray backward and it came from inside an angular disk of radius set by b_crit = 3√3 M. No light from behind the hole can reach you through that disk, so it reads as a dark circle, the shadow, about 2.6 times wider than the horizon itself. This is the image the Event Horizon Telescope resolved for M87* in 2019.

The bright rim just outside is the photon ring: light that looped the photon sphere one or more times before escaping, piling up at the shadow's edge. Real black holes spin and are wrapped in glowing gas. Spin barely changes the shadow's size: seen edge-on, its vertical extent stays exactly 2√27 M at any spin. What spin does distort is the shape, and how much of that you see depends on where you stand. Edge-on at a = 0.99 the outline is 11 % narrower than it is tall, develops a straight edge on one side, and sits about 2.4M off the direction of the hole itself; push to extremal and it spans α ∈ [−2M, 7M], the classic Bardeen result. Viewed near face-on the distortion collapses: at M87*'s inclination of roughly 17° it is about 1 %, which is why that shadow reads as a circle and why the lopsided crescent is not the shape at all — it is Doppler beaming of gas orbiting at relativistic speed, the same D⁴ brightening as in the Starfield mode. The Gargantua tracer integrates Schwarzschild geodesics, so it draws the circle and never the flattening.

Conformal diagram · all of Minkowski space on one page

Penrose Diagram

Squeeze infinite space and infinite time into a finite triangle while keeping every light ray at 45°. The edges are the different infinities a worldline can run to.

Minkowski (flat) eternal black hole
constant r constant t light rays a worldline
i⁺
all matter ends here
i⁰
edge of space
ℐ⁺
light ends here
light rays stay at
45°
Coordinates are bent by p = atan(t+r), q = atan(t−r), pulling ±∞ to finite edges. Massive worldlines all begin at past infinity i⁻ and end at future infinity i⁺; light always begins on ℐ⁻ and ends on ℐ⁺, the slanted edges, because it stays pinned at 45°. The left edge is the spatial origin r = 0.
why bother distorting space

Causal structure is all about light cones, and this map keeps every cone at a rigid 45° everywhere on the page. So you can read off at a glance which events can signal which: just check whether you can get between them without ever tilting past 45°. Questions about infinity — does a ray escape, where does a worldline end — become questions about which edge you reach.

The same trick drawn for a black hole separates ℐ⁺ from the singularity by the horizon, which is how Penrose diagrams make causal traps like event horizons visually obvious.

Real clocks · special vs general relativity, microseconds per day

GPS & Real Clocks

Satellite navigation only works because the engineers corrected for relativity. Move the satellite, watch the two effects fight, and see why the net comes to +38 µs/day.

orbital speed v
3.87 km/s
SR (speed) · slows clock
−7.2 µs/day
GR (altitude) · speeds clock
+45.7 µs/day
net satellite drift
+38.5 µs/day
position error if ignored
11.6 km/day
Two effects, opposite signs. Speed dilates the moving clock by −v²/2c² (special relativity). Altitude lifts it out of Earth's potential well, where clocks run faster, by +ΔΦ/c² = GM(1/R⊕ − 1/r)/c² (general relativity). For GPS at 20 200 km the gravitational gain wins, leaving the onboard clock +38 µs/day fast. Left uncorrected, that drift would put positions off by about 11 km every day.
the numbers

A circular orbit fixes the speed: v = √(GM/r), so raising the orbit both slows the satellite (less SR slowdown) and lifts it higher (more GR speedup). Both pull the net positive as you climb. At one low altitude, about 3 200 km, the two effects cancel exactly and an orbiting clock keeps pace with the ground.

Constants used: GM⊕ = 3.986×10¹⁴ m³/s², R⊕ = 6 371 km, c = 299 792 458 m/s. Clocks on the ground also run slow from Earth's spin and equatorial bulge; those are smaller and left out here.

Free fall = the path that ages the most · height vs time
the bent path banks the most proper time — that is why it falls

Why Things Fall

Everyday gravity is almost entirely the curving of time, not space. A tossed ball follows the path through spacetime that lets its own clock tick the most, and that path is the arc you call falling.

Drag the three blue dots to bend your own path between launch and landing, then read how much proper time it gains. Every detour ages less than the free-fall arc, which sits at 100%.

time in the air
2.45 s
height gained
7.3 m
path through space (up + down)
14.7 m
distance through time (c·t)
734 186 km
free fall ages more than the ground by
Held on the ground, the ball is being pushed off its natural path by a force: the floor. Let go, it takes the longest-aging route between launch and landing. Clocks run faster higher up, so the ball climbs to bank that faster time; but moving quickly costs time too (special relativity), so it can't climb forever. The balance between the two is the parabola, and it reproduces g = 9.8 m/s² exactly. Nearly all of the action is in the time term: over the flight, the ball covers a few metres of space and hundreds of thousands of kilometres of time.

Time vs space, by speed

How much of an object's deflection comes from curved time and how much from curved space depends only on its speed, not on the mass or how close it passes. Everything slow starts at the top, at 100 % curved time, and the slider can only take it down, toward the 50/50 split that light gets.

curved timecurved space
time
from curved time
100.0000 %
from curved space
0 %
total bend vs Newton
1.00×
The curved-time share is 1/(1+β²). Anything slow — a ball, a planet, you — is essentially all curved time. Light sits at an even 50/50, and that second, equal share is why it bends twice as far as Newton predicted.

It is tempting to read this bar as a tiny real effect turned up for display. The truth runs the other way: 100 % is the ceiling. Pushing the slider toward light speed reveals nothing hidden; it gives away the time share as the β² space term catches up.
Three different small numbers appear in this story. Two of them sit within a factor of ten of each other, so they are easy to confuse:

1 · the space share, β² — about 10⁻¹⁰ for something moving at a satellite's 3 km/s. This is why the time share above reads ~100 %.
2 · the clock-rate deficit, Φ/c² = 7×10⁻¹⁰ — standing on Earth your clock runs at 0.9999999993 the rate of a faraway one, losing about 22 ms a year. This is the one Curved Time exaggerates ~2×10⁸-fold to make its lean visible at all.
3 · the gradient of that rate, g/c² ≈ 1.1×10⁻¹⁶ per metre of height — and this is the one you feel. Multiply it by and you get 9.8 m/s² back exactly. Gravity is the gradient, not the rate.

The Flamm funnel in Gravity Well shows only the space half, which for anything moving slowly is the small half.
the metric, and where Newton hides

The weak-field line element is ds² = −(1+2Φ/c²)c²dt² + (1−2Φ/c²)dx². For a slow particle dx ≪ c·dt, so the dt² term dwarfs the dx² term: the geodesic equation keeps only d²x/dτ² = −∂Φ/∂x, which is Newton's law. Newtonian gravity is the time-curvature limit of general relativity.

The transverse pull on a particle crossing the field at speed β is a⊥ = −(1+β²)∂⊥Φ: the 1 is curved time (present for everything), the β² is curved space (only matters near light speed). Slow matter: factor 1. Light: β² = 1, so the space term contributes a second, equal share and the factor doubles; that doubling is the 1919 eclipse result. One caution about scope: this decomposition describes the transverse bend of something crossing the field. The tossed ball above falls radially, where the finite-β correction takes a different form, but at everyday speeds corrections of either kind are ~10⁻¹⁶, and "the fall is curved time" holds regardless of direction.

Concretely: the clock-rate gradient is g/c² ≈ 1.1×10⁻¹⁶ per metre of height, so between your head and your feet the difference is about 2×10⁻¹⁶ — a part in five quadrillion. And this gradient is measured, not inferred: Pound and Rebka read it up a 22.5 m tower in 1960 (gh/c² ≈ 2.5×10⁻¹⁵), and by 2022 optical lattice clocks resolved it across a single millimetre. Geodesic motion turns a rate-gradient dφ/dh into an acceleration c²·dφ/dh — feed in the measured gradient and 9.8 m/s² comes out. If you prefer it kinematically: a worldline crossing the gradient turns at g/c ≈ 3.3×10⁻⁸ radians per second, so after t seconds it has swung through g·t/c, and carrying that turn at c is a sideways speed of g·t — see Tethered Boats. Either way, the full 9.8 m/s² comes out of that microscopic tilt.

The two sliders in this app run in opposite directions, and it helps to know which is which. A demo β of 0.4 shows an 86 %/14 % time/space split: that is the time share dialled down from its real ≈100 %, so the space sliver becomes visible. Nothing in this panel is dialled up. The quantity the app does exaggerate is the clock-rate deficit, over in Curved Time, which labels the exaggeration on the panel.

Newtonian gravity · many bodies, any mass
drag empty space to fling a body · click a body to inspect · drag it to move · scroll / ± to zoom

Orbits — N-Body

Real gravity with more than two bodies has no closed-form solution; you can only let it run. Build a system, click any body to inspect it, and watch Kepler's tidy ellipses give way to chaos.

binary solar system figure-8 cluster
trails velocity merge relativistic
bodies
2
elapsed time
0
total energy (KE+PE)
energy drift
0.0 %
no body selected
mass
speed |v|
distance from centre
velocity (vₓ, vᵧ)
edit: move the mass slider, or turn on velocity and drag the arrow tip to re-aim it.
Every pair pulls on every other by F = G m₁m₂/r², integrated with a symplectic velocity-Verlet step so total energy stays nearly fixed (watch the drift readout). Two bodies trace closed Kepler ellipses; add a third and the motion is generally chaotic. The exceptions, like the figure-8 preset, are delicately balanced solutions that any nudge destroys.
GR mode. Switching on relativistic adds the general-relativistic correction 3GM h²/(c²r⁴) from the heaviest body, so closed ellipses precess into rosettes (exaggerated, and capped so tight orbits precess rather than spiral in). Expect the energy-drift figure to climb while it is on: the GR term is velocity-dependent and no longer conserves the Newtonian energy this readout tracks — the orbit is precessing, not losing energy. It is meant for a clear dominant mass (binary, solar); on the equal-mass figure-8 or cluster it just nudges whichever body is largest.
Newtonian vs relativistic orbits

By default this is Newtonian gravity, valid because every body moves far below c in a weak field — the regime where curved time reduces to F = −GMm/r² (see Why Things Fall). A lone two-body orbit is then a perfectly closed ellipse: it retraces the same path forever.

Turn on relativistic and each orbit gains the general-relativistic correction, an extra inward pull ≈ 3GM h²/(c²r⁴) (h = the body's angular momentum). The ellipse no longer closes — its near-point creeps forward a little each lap, tracing a slowly turning rosette. This is exactly perihelion precession — the anomaly in Mercury's orbit that first confirmed general relativity. The effect is exaggerated here so you can see it in a few orbits; Gravity Well shows the same precession from the exact Schwarzschild geometry.

Other notes: overlapping bodies merge, conserving momentum (accretion); the figure-8 is a real 1993 choreography of three equal masses on one looped path — drop a body on it and watch the chaos.

Newtonian gravity in three dimensions
drag to orbit the camera · scroll to zoom · click a body to inspect

Orbits — 3D

The same gravity, now off the plane. Inclined orbits precess and weave; a disk settles, scatters, and clumps. Build your own: add body, or turn on edit layout to place and fling bodies on the grid, then lift them off-plane with the height slider.

inclined binary planetary disk cloud collapse
relativistic
bodies
2
elapsed time
0
total energy
energy drift
0.0 %
selected body
— (click one)
Identical physics to the 2D sandbox — F = G m₁m₂/r² over all pairs, velocity-Verlet in three dimensions. The disk seeds near-circular, slightly inclined orbits, so the system stays flat (angular momentum) while individual orbits nod up and down; the cloud starts cold and falls together, flinging members out — collapse in miniature.
GR mode. Relativistic adds the 3GM h²/(c²r⁴) precession term from the heaviest body (exaggerated, and capped so orbits precess rather than spiral in). The energy-drift readout rises while it is on — the GR force is velocity-dependent and doesn't conserve the Newtonian energy shown, so the climb means precession, not energy loss. Best seen on the inclined binary, where the orbit plane itself slowly turns.
Newtonian vs relativistic

Left alone the orbits are Newtonian and, for an isolated pair, close into a fixed ellipse. Turn on relativistic and each orbit picks up the general-relativistic 3GM h²/(c²r⁴) correction: the ellipse precesses, sweeping out a rosette in 3D. It is the same perihelion precession that confirmed general relativity with Mercury, exaggerated here for visibility and shown exactly in Gravity Well.

Tethered boats · a path curves toward the slow side
raise the gradient — the rod turns toward slower time, which is "down"

The Tethered Boats

Tie two boats to a rigid pole and send them forward together. If one side moves through slower water, the pole swings toward that side. This simple mechanism is the curved-time half of gravity, and for anything moving slowly the curved-time half is nearly all of it.

straight-line ghost show boats
top side speed
bottom side speed
turn rate
Clocks run faster higher up, so the top of the rod is pulled forward faster than the bottom. A rigid rod can't stretch, so it pivots — the whole thing veers toward the slow (lower) side and keeps veering, tracing the same arc a thrown ball makes. Turning toward slower time is falling. Flatten the gradient and the path runs straight; steepen it and "gravity" gets stronger.
the analogy, and why it works

The same thing happens to a cart when one wheel hits mud, to a marching rank when one end shortens its stride, and to light entering glass when one edge of the wavefront slows first (Huygens' principle). Whenever an extended thing crosses a gradient of speed, it turns toward the slow side.

In relativity the "speed" is the rate of proper time, which runs slower deeper in a gravitational well. A free object's worldline stays as straight as the geometry allows — a geodesic — so it veers toward slower time, toward the mass. That veer is gravity. The time difference is enormous when measured against the distance light covers each second (see Why Things Fall), so even this faint gradient bends the path by the full 9.8 m/s². The numbers work out exactly: the rod turns at g/c ≈ 3.3×10⁻⁸ radians per second, so after t seconds it has swung through g·t/c, and carrying that turn at c is a sideways speed of c·(g·t/c) = g·t — 9.8 m/s after one second, which is what falling means.

What this picture leaves out. A time gradient alone gives the 1 in a⊥ = −(1+β²)∂⊥Φ. For anything slow the β² term is negligible and the rod covers nearly everything. For light the β² term is just as large, and the beam bends twice as far as this analogy alone can explain. The missing half is curved space, the funnel in Gravity Well, and the doubling is what the 1919 eclipse measured. Curved Space shows the two halves side by side.

Curved time · space (→) vs time (↑) · a faller drifts toward the mass
drag straighten → the path goes vertical while the grid, mass and surface bend instead

Curved Time

Plot space sideways and time upward. Near a mass, clocks run slow, so the grid of "same time" lines bows toward it. An object you let go heads up through time, and that "straight up" leans into the mass. As it falls, it trades motion through time for motion through space: its clock slows while its speed grows.

There are two ways to draw the same fall. In the lab frame (straighten = 0) the grid is square and the path bends toward the mass. Drag straighten toward the free-fall frame and the path stands perfectly vertical; now the grid, the mass column and the surface are what bend. The motion never changed, only the coordinates did. Gravity lives in the geometry of the axes, not in a force on the object.

flatten held clock light cones solid surface redshift test column spacetime dial
status
falling
clock rate · through time
speed · through space
felt gravity at surface
escape speed at surface
lags a far clock by
The amber column is the mass. The cyan curves are slices of equal time: a deep clock lags, so each slice is pulled up into a peak near the column. A free object keeps itself square to those slices, and that alone bends its path inward. That bending is what we call gravity. Watch the readouts as it drops: speed through space climbs while the clock rate falls, the same trade-off as in the Spacetime Dial, now driven by the mass. Turn on light cones to see causality pinch toward the mass, give the object a solid surface to land on (or escape past, with enough launch speed), and send a redshift pulse to watch light stretch as it climbs. The numbers are real: every readout is computed for the mass and radius you've dialled, so at Earth settings the surface clock runs slow by a true 7×10⁻¹⁰, about 22 ms per year. Only the drawing exaggerates. It deepens the well about 2×10⁸-fold, which is what makes the lean and the bowed slices visible at all.
the physics, and the cheat

Clock rate is √(1 + 2Φ/c²), Φ = −GM/r; equal-time slices are t = τ/rate(x). The worldline is the geodesic d²x/dt² = −dΦ/dx, which is the Newtonian limit: for slow motion, that is all the time-curvature leaves (see Why Things Fall). It runs faster than life here so the drop lands inside the frame. The felt gravity readout is the surface gravity a static observer feels, g = GM/r², calibrated in Earth units: mass and radius of 1 give Earth's 9.8 m/s² (press ⊕ Earth), and halving the radius quadruples it. Escape speed is √(2GM/r), 11.2 km/s for Earth. The falling object feels none of this. Free fall is weightless; only something held off its geodesic, like the surface or a rocket, feels g.

Light cones use the coordinate light speed c·(1+2Φ/c²), which slows toward the mass, so the cones narrow and the future pinches inward. In free-fall coordinates the same effect appears as the cones tipping over. Redshift: crests emitted one tick apart deep down arrive more than a tick apart up high, spread by exactly rate(top)/rate(bottom).

The drawing cheats in three ways, and all of them are cosmetic. First, the scale: a real faller climbs about 300 000 km up the time axis every second while drifting only metres sideways, so the horizontal axis here is stretched enormously to make the lean visible at all. Flatten the mass to check: straight grid, straight rise, no fall. Second, the speed: the fall runs faster than life so it lands inside the frame. Third, the depth: the drawing's well uses a small speed of light (c² = 4 in sim units), which makes |2Φ/c²| ≈ 0.32 at the surface instead of Earth's real 1.4×10⁻⁹. That is the only reason the lean, the bowed slices and the picture-scale gauge are visible. The readouts skip all three cheats: clock rate, lag and speed are computed at true scale, with a uniform-density interior below the surface, and the launch slider carried over as its fraction of escape speed.

Straighten is a change of coordinates, not new physics. It shears the picture by the faller's own deflection, x → x − s·(xgeo(t) − xgeo(0)), landing in the comoving free-fall frame at s = 1. There the geodesic is straight and unaccelerated (this is the equivalence principle), so the spatial part of its 4-velocity arrow vanishes, and the held rocket, the mass and the surface are the ones that curve — the floor rushes up to meet you. The frame is only local, though: a faller released somewhere else would straighten under its own, slightly different shear, and the mismatch between neighbours is tidal curvature, which no single chart can shear away.

Turn on the test column to see that directly: a line of fallers released together stays parallel in flat space but converges toward the mass — geodesic deviation. Push straighten to 100% and the main path goes vertical, yet the column still squeezes. That residue is real curvature, the part the equivalence principle cannot remove. The spacetime dial echoes the Spacetime Dial mode: the needle tips from all-time toward space as the fall speeds up (picture scale, like the gauge). Truer scale squeezes the space axis 33-fold, and even that is nowhere near the real proportions. The default Earth drop takes about 1.9 hours, climbing two billion kilometres through time while drifting 19 000 km sideways — a lean of one part in 10⁵ that no screen could draw.

Gravitational time dilation · a black hole as a time machine to the future
press Gargantua, then drag your orbit outward and watch 7-years-an-hour collapse

Miller's Planet

In Interstellar, one hour on Miller's planet costs seven years back home. That is real gravitational time dilation — but it takes a near-maximally spinning black hole, because only spin lets a stable orbit sit close enough to the horizon.

home clock runs faster by
1.41×
1 hour here =
1.4 hours
3 hours here =
4.2 hours
innermost stable orbit
6.000 M
a non-spinning hole caps at
1.41× (at 6M)
crank the spin toward extremal to reach the Gargantua regime
A clock on a circular orbit ticks at dτ/dt = √(1 − 3M/r + 2a√(M/r³)) / (1 + a√(M/r³)). With no spin (a = 0) the closest stable orbit is the ISCO at 6M, where this is only √(1−½) ≈ 0.71, a factor of just 1.4. A non-spinning hole can never give the film's 60 000×. Crank the spin toward extremal (a → M) and the ISCO slides down toward the horizon, where the factor runs away. Gargantua (a ≈ 1 − 10⁻¹⁴) puts the innermost orbit where one hour really is about seven years — three hours costs ~21 years, the bulk of the 23 the crew lost.
why everything depends on spin

For a non-spinning hole the orbital factor dτ/dt = √(1 − 3M/r) is smallest at the innermost stable orbit, r = 6M: √(1−½) ≈ 0.71, so clocks run at worst ~1.4× slow. Inside 6M there are no stable circular orbits — anything there spirals through the horizon.

Spin changes the geometry. Frame dragging lets prograde stable orbits exist much closer in; as a → M the ISCO slides from 6M down toward M, into the region where dτ/dt → 0. Sitting just outside it gives an arbitrarily large factor. Kip Thorne fixed Gargantua's spin at a = 1 − 1.3×10⁻¹⁴ precisely so Miller's planet could orbit stably at the one-hour-per-seven-years rate the plot needs.

The same spin also drags space into a swirling Kerr "river" and warps light into the wrapped-disk image; this panel isolates just the clock.

Equivalence principle · gravity vs acceleration in a sealed cabin
flip planet ⇄ rocket — the ball and the light beam behave identically

Einstein's Elevator

Seal yourself in a windowless cabin, drop a ball, and shine a light across. On a planet the ball falls under gravity; in deep space under engine thrust at the same rate, everything behaves exactly the same. No local experiment can tell the two apart ("local" means a cabin small enough, and a wait short enough, that tidal effects stay below your instruments). And since acceleration visibly bends the light beam, gravity must bend light too.

on a planet accelerating rocket
felt gravity
9.8 m/s²
in g (Earth = 1)
1.00 g
ball fall time (3 m cabin)
0.78 s
rocket speed after 1 minute
β = v/c after 1 ship-year of thrust
light drop across cabin
tell them apart from inside?
not locally
…but tidally, over a 3 m cabin
The ball's path and the light's slight downward bend are identical whether the cabin sits on a planet or accelerates through space. That is the equivalence principle. The beam's bend is real but minuscule — light crosses the cabin in nanoseconds — so the drawing exaggerates it enormously. At astronomical scale, the same bending is starlight deflected by the Sun; see Curved Space. For the deeper version, gravity as the curving of time that a free body follows, see Curved Time.
from a falling box to curved spacetime

Run the logic backward and you also get weightlessness: a freely-falling cabin cancels gravity exactly, which is why astronauts float. Einstein called realizing this "the happiest thought of my life." Promoting "you can't locally tell gravity from acceleration" to a law forces light to fall, clocks to run slow low down, and ultimately spacetime to curve. All of general relativity grows out of this sealed box.

The "locally" matters because a planet's field is not uniform: it points at a centre and weakens with height. Release two balls 3 m apart across the cabin and they converge, because both fall toward the same centre; release them 3 m apart vertically and they separate, because the lower one is pulled harder. The relative acceleration is 2GMd/R³, and over the fall the g cancels against t² = 2h/g, leaving a drift of exactly 18/R metres for a 3 m cabin: 2.8 µm on Earth, 10.4 µm on the Moon, since a smaller world curves its field more sharply. That is tiny, but an interferometer would see it. Under thrust the drift is exactly zero, so this one measurement does tell the two cabins apart, and it is why the principle is stated for a region small enough that tidal effects fall below your instruments. The tidal part survives every choice of frame; in Curved Time, the test column still squeezes with straighten at 100 %.

Length contraction · the ladder-and-barn (pole-in-barn) paradox
it fits in the barn frame, never in the ladder frame — and both are right

Ladder & Barn

Run a ladder longer than a barn straight through at speed β. In the barn frame the ladder is contracted and briefly fits with both doors shut. In the ladder frame the barn is the contracted one, so it never fits. Relativity of simultaneity is the resolution: the two doors don't shut at the same time in both frames.

barn frame ladder frame
Lorentz factor γ
1.667
ladder length (this frame)
3.00
barn length (this frame)
4.00
verdict
At speed β the ladder contracts to L/γ. With the barn at rest, the contracted ladder fits and both doors can slam shut together for an instant. Switch to the ladder's frame and now the barn is contracted, shorter than the full ladder — it cannot fit. No contradiction: "front door shut" and "back door shut" are simultaneous only in the barn frame; in the ladder frame the far door shuts and reopens before the near one closes, so the ladder is never trapped.
simultaneity does the bookkeeping

The two door-closing events are a distance L_barn apart and happen at the same barn-time. Lorentz-transform to the ladder frame: Δt′ = γβ L_barn / c = γ v L_barn / c² ≠ 0 — the doors shut that much apart in time, exactly enough that the ladder always pokes out one end. "Does the whole ladder fit at one instant?" depends on whose instant — there is no frame-independent answer, only the invariant events themselves.

Spin gravity in 3D · ring, cylinder, or dumbbell habitat
click in the view to release a ball — aim high (toward the axis) for a long drop, low for a short one · outside: drag to orbit · inside: drag to look around

Spin Gravity 3D

Stand inside a spinning habitat or watch it from outside. The ball is a free body. In the outside (inertial) view it flies dead straight; inside, you ride with the spin, so the same straight path looks like it curves and falls "down", outward. The amber trail traces the path you'd see, and the equal-time dots spread apart as it accelerates toward the floor. Click anywhere — high near the axis for a long drop, low for a short one — to release it there, and throw it spinward, against the spin, or toward the axis to feel how Coriolis depends on which way you move.

ring / wheel O'Neill cylinder dumbbell
outside view inside view
drop throw spinward against spin toss toward axis
◀ anti-spin stand still spinward ▶
felt gravity (floor)
head vs feet
rim speed
spin period
Coriolis, walking
comfort
released ball
apparent g at ball's height
your weight
The trajectory is exact for a free body: with the habitat spinning at ω, a released object keeps the velocity it had (the floor's, ω×r) and then coasts in a straight line — the outside view shows that straight line; the inside (co-rotating) camera turns it into the curved Coriolis path you see traced. For a pure drop, the path's shape depends only on the release height as a fraction of the radius; for a throw, also on the throw speed as a fraction of rim speed — ω and R enter only through those ratios, and otherwise just set the real numbers in the readout, which are exact even though the picture is schematic: felt gravity (g = ω²r), the head-to-foot gradient (your head is closer to the axis, so it weighs less — the reason small rings feel strange), the Coriolis push you'd feel walking, and how fast it all plays out. Throw against the spin as fast as the floor under it moves (Ω·r at the release height — full rim speed only if released at the floor) and the ball is left at rest in space — it just hangs there. Turn on force arrows to see the centrifugal "down" (which grows as the ball nears the floor) and the sideways Coriolis push; use object size to scale the people, ball, and trail to taste; and walk spinward or against the spin to feel yourself grow heavier or lighter. For the 2D geometry, see Spin Gravity.
rings, cylinders, and why size matters

All three shapes make gravity the same way: spin fast enough that the floor, the outer wall, keeps pushing you toward the axis, so "down" points outward. A wheel concentrates everything at one radius; an O'Neill cylinder adds length to live along; a dumbbell (two pods on a tether) is the cheapest to build but gives a strong head-to-foot gravity gradient if the pods are short. Comfort comes down to spin rate: under ~2 rpm the Coriolis force and the inner-ear conflict are unnoticeable, and reaching 1 g that slowly needs a radius of hundreds of metres. Realistic habitats are therefore large; the compact rings of most films would leave their crews queasy.

Cosmic expansion · comoving vs proper distance, and the Hubble radius
galaxies sit still in comoving coordinates; space itself stretches between them

Cosmic Expansion

Galaxies barely move through space; space itself swells. In comoving coordinates each galaxy stays put; only the scale factor a(t) grows. Convert to proper distance and every galaxy recedes, faster the farther it lies (Hubble's law). Past the Hubble radius the recession exceeds c, which is allowed because it's space expanding, not motion through it.

strip (comoving / proper) balloon (sphere)
scale factor a (now = 1)
1.00
expansion rate H
1.00 H₀
Hubble radius (v = c)
14.0 Gly
superluminal
light redshift (farthest seen)
cosmic event horizon
expansion is
ultimate fate
matterenergy budget of the cosmosdark energy
matter 30% · dark energy 70%
The top track is comoving: a fixed coordinate grid with the galaxies pinned to it, and nothing moves. The bottom track is proper distance, the grid stretched by a(t): the galaxies ride the expanding grid apart, so recession is space growing between them, not travel through it. That is why beyond the Hubble radius galaxies recede faster than light without breaking relativity. Crank up dark energy and a(t) accelerates, which drags a cosmic event horizon inward: ever more galaxies cross permanently out of reach, the same limit the far rows of the 1g Starship table run into. The budget bar shows the deeper reason: matter thins out as space grows while dark energy does not, so dark energy must eventually dominate and drive the acceleration.
Friedmann, redshift, and the horizon

A flat universe expands as H(a) = H₀√(Ω_m/a³ + Ω_Λ); matter dilutes as it grows while dark energy stays constant, so the far future is exponential (de Sitter). Light stretched with space arrives redshifted by 1 + z = 1/a_emit. Recession v = H·d hits c at the Hubble radius c/H ≈ 14 Gly today; with Ω_Λ > 0 there is also a true cosmic event horizon — a comoving distance beyond which a photon emitted now never reaches — that the acceleration pulls steadily closer.

What is ΩΛ? Dark energy is modelled as a cosmological constant: a fixed energy density of space itself, about 0.68 of the total today. Because it does not dilute as the universe grows (matter thins as 1/a³, dark energy stays put), it must eventually win; and its negative pressure acts as repulsive gravity, so once it dominates the expansion accelerates and never stops, heading for a cold, empty de Sitter future. Set ΩΛ = 0 and the cosmos is matter-only: still expanding forever (it's flat), but ever more slowly, with no acceleration and no event horizon. Why Λ is so tiny, and why we live just as it takes over, are the cosmological-constant and coincidence problems.

Gravitational waves · a binary inspiral and its chirp
two masses spiral in; the wave rises in pitch and amplitude, then rings down

Gravitational Waves

Two compact masses orbiting each other radiate ripples in spacetime, lose energy, and spiral inward — so the orbit speeds up and the wave "chirps" up in frequency and amplitude until they merge and the new black hole rings down. LIGO heard exactly this from two black holes in 2015.

stage
inspiral
GW frequency
— Hz
strain (picture scale)
LIGO band
~10 Hz to a few kHz
A passing wave stretches space one way and squeezes the perpendicular way, over and over. The breathing ring of test masses on the right shows this (the + polarisation). The trace below is the strain h(t): as the pair spiral in, both its pitch and its height climb (the chirp), peaking at merger and then fading in a brief ringdown as the remnant settles. The wave frequency is twice the orbital frequency, and for stellar-mass black holes it sweeps right through human hearing, which is why LIGO's signal can be played as an audible "whoop."
why it chirps

The orbit loses energy to radiation ever faster as the separation shrinks, so the inspiral runs away: the frequency climbs as f ∝ (t_merge − t)^(−3/8) and the amplitude as f^(2/3). The chirp's shape encodes the masses (the "chirp mass") and the distance, which is how LIGO/Virgo weigh black holes a billion light-years away. Real strains are ~10⁻²¹ — about 1/400 of a proton's width across the 4 km arms; the breathing here is hugely exaggerated.

Chasing a light beam · the invariance of c
no matter how fast you go, light still passes you at exactly c

Chasing Light

Einstein's boyhood question: what if you race after a light beam? Common sense says it should slow down: chase at 0.99c and it ought to crawl ahead at 0.01c. It doesn't. Light recedes at the full c in every frame; your own seconds and metres rescale to keep it so. All of special relativity grows from that stubborn fact.

your speed
0.60 c
common sense: light passes you at
0.40 c
…with dilation + contraction only
0.625 c
relativity: light passes you at
1.000 c
your Lorentz factor γ
1.25
Top — ground frame: you chase the beam and the gap between you widens at (1−β)c. That rate is perfectly correct: it is a ground-frame distance divided by ground-frame time, and nothing stops that from being less than c. Bottom — your frame: climb aboard and the beam recedes at the full c. Watch the beam itself: it covers the same ground per tick in both lanes. That sameness is the invariance of c; the only thing that differs between the lanes is you.

The mistake is to read that same (1−β)c as the speed light passes you. That is the red row above, and it is the one number here that is wrong. Slow clocks and short rulers alone will not repair it either: those two give c/(1+β), the amber row, which is still not c. The missing piece is the relativity of simultaneity: "where the beam has got to now" picks out a different pair of events for you than for the ground. All three together, the full Lorentz transformation, give exactly c. You can approach c without limit and never gain a metre on the beam. The companion is Adding Velocity: any speed you add to light gives light.
the algebra of never catching it

Relativistic velocity subtraction gives the speed of the beam in your frame as (c − v)/(1 − vc/c²) = c for any v < c; the c's cancel exactly. There is no frame in which light is slower (or faster) than c; that is what "invariant" means, and demanding it forces time dilation, length contraction, and the relativity of simultaneity all at once.

Why two of the three are not enough. It is tempting to say the beam stays at c because your clocks slow and your rulers shrink. Run that argument and it fails. In the ground frame the gap after time t is (1−β)ct; measure it with contracted rulers and you get γ(1−β)ct; divide by your dilated clock's t/γ and the answer is γ²(1−β)c = c/(1+β) — 0.625c at β = 0.6. Close, but not c, and not even constant.

What the argument left out is the −vx/c² in t′ = γ(t − vx/c²). "Where the beam is right now" is a statement about simultaneity, and you and the ground disagree about it, so you are not measuring the same pair of events. Put the term back: for the beam, x = ct, so x′ = γ(c−v)t and t′ = γ(1−β)t, and the ratio is exactly c. Dilation and contraction are consequences of the Lorentz transformation, not a substitute for it. The same lesson runs through the Twin Paradox and Ladder & Barn.

Artificial gravity by rotation · centrifugal floor + Coriolis curve
drop a ball — it lands to the side, not straight down (Coriolis)

Spin Gravity

Spin a habitat and the outward push feels like gravity: the floor is the outer rim and "down" is outward. The catch is the Coriolis effect: dropped or thrown things curve sideways, and small, fast-spinning rings make people queasy. As in 2001, The Expanse, and Interstellar's Endurance.

rotating frame (inside) inertial frame (outside)
lock radius lock spin rate
felt gravity
in g (Earth = 1)
rim speed
rotation period
a dropped ball lands
comfort
The floor pushes up with a = ω²r, so any radius can give 1 g if you dial the spin to match. But the same rotation adds a Coriolis force 2ω·v that curves everything moving. Switch to the inertial frame and the ball actually flies dead straight while the floor rotates up to meet it. Keep the spin below a couple of rpm and it's unnoticeable. Comfortable habitats must therefore be big, hundreds of metres across; the slim, fast rings of most films would leave their crews dizzy. One subtlety the sim makes exact: a dropped ball's sideways miss is set by the drop height as a fraction of the radius. A bigger ring shrinks it, but spinning slower does not; that particular deflection is independent of spin rate. The spin rate governs the felt gravity and the dizziness, not the drop's curve.
radius vs rpm, and the comfort limit

For 1 g, ω = √(g/r), where r is always the radius: a 2 m centrifuge needs ~21 rpm (nauseating), a 4 m one ~15 rpm, a 100 m ring ~3 rpm, a 224 m ring just 2 rpm — the usual comfort ceiling. A drop's deflection shrinks as 1/√R, so the 224 m ring curves your dropped coffee far less than the 2 m centrifuge. (At fixed radius, changing ω alone leaves the drop's curve unchanged, as the note above says: the ω in the Coriolis force cancels against the slower floor speed.) There is no relativity here at all — it is pure rotating-frame mechanics — but it is the only artificial gravity we actually know how to build, which is why it fills the hard-SF canon.

Bell's spaceship paradox · identical acceleration, a snapping thread
the lab gap never changes — yet the thread is stretched past breaking

Bell's Spaceships

Two ships, a fragile thread between them, fire identical engines at the same lab-time. In the lab frame they keep exactly the same speed, so the gap stays fixed. But a rod's natural length contracts as it speeds up — the thread "wants" to be shorter, the ships hold it at the old length, so it stretches and snaps.

Lorentz factor γ
1.000
gap in the lab frame
2.00
gap the ships feel (proper)
2.00
thread strain
0 %
thread
taut
The two worldlines are identical hyperbolas, one shifted ahead by the gap — so at every lab-time both ships share the same velocity and the lab gap is constant. In the ships' own instantaneous frame, though, the separation is the lab gap times γ, and it keeps growing. A thread spanning them is pulled to γ times its rest length and breaks. (Contrast a single rigid rod: to not stretch, the rear would have to accelerate harder than the front (Born-rigid motion), and that is precisely what identical engines cannot do.)
why the gap grows — simultaneity again

"Both engines start at the same instant" is a lab-frame statement. In the ships' moving frame the lead ship started earlier, so it is always a touch faster and pulls ahead. The proper separation grows as γL₀; the strain γ − 1 rises without bound, so for any real material the thread eventually snaps. It is the same relativity-of-simultaneity that resolves the ladder & barn — here it pulls a thread apart instead of fitting a pole.

Constant 1g thrust · the relativistic rocket on a spacetime diagram
raise your time aboard — Earth-time balloons and the worldline hugs the light line

1g Starship

Thrust forever at a steady 1g, comfortable Earth gravity underfoot, and a hyperbolic worldline carries you across the galaxy in a human lifetime aboard, while millennia pass outside. It is The Expanse's "flip and burn," taken to its relativistic limit.

Earth time elapsed
distance covered
speed β
Lorentz factor γ

1g to anywhere

Accelerate the first half, flip, decelerate the second. Ship-time to arrive, with Earth-time in parentheses.

Alpha Centauri · 4.4 ly
Sirius · 8.6 ly
Vega · 25 ly
TRAPPIST-1 · 39 ly
Galactic centre · 27 000 ly
Across the Milky Way · 100 000 ly
Andromeda · 2.5 Mly
Observable edge · 46 Gly

Coast profile · accelerate, drift, flip & burn

Burn up to a cruise speed, coast with engines off, then flip and decelerate. It uses far less fuel than a full burn, and the calculator below shows what it costs you in time.

burn to cruise (each end)
coast phase
total — you age
total — Earth ages
vs never coasting (full burn)
Constant proper acceleration — what you feel as steady weight — traces a hyperbola in spacetime. Your clock logs the dots; between each pair ever more Earth-years slide by. At 1g you hit 0.77c after a year aboard, 0.99c after three, and distance stops mattering: Earth ages by roughly the trip's length in light-years no matter how little you age. Cross to Andromeda in ~28 ship-years and you return, if you ever could, to a galaxy five million years older. The farthest rows, though, are kinematic fiction: cosmic expansion is accelerating, so most of the observable universe recedes faster than you could ever chase — only a few billion light-years are actually reachable.
the relativistic rocket, and the catch

With proper acceleration a and ship-time τ, the worldline is x = (c²/a)(cosh(aτ/c) − 1), ct = (c²/a) sinh(aτ/c), so β = tanh(aτ/c) and γ = cosh(aτ/c). The hyperbola asymptotes to the 45° light line: you approach c but never reach it, and light from events beyond that line can never catch you: a Rindler horizon trailing behind, the flat-space cousin of a black-hole horizon.

The kinematics is exact; the engineering is the hard part. Reaching these speeds needs energy of order (γ−1)mc² per kilogram; for a round trip to Andromeda that is far more fuel than the ship, even with perfect antimatter. The Expanse's drive is sub-relativistic, but its constant-thrust "flip and burn" is exactly this geometry at low β; push the thrust here and watch the same curve bend toward the light line.

There is a deeper limit the "1g to anywhere" table ignores: the universe is expanding, and the expansion is accelerating. Beyond a comoving distance of roughly 16–18 billion light-years, the cosmological event horizon, galaxies recede faster than any signal can close the gap, so no amount of ship-time ever reaches them; aim there and you brake into a cosmos that has already carried your target beyond reach. Only a few percent of the galaxies we can see are reachable even in principle. Nearby targets — stars, the Milky Way, the Local Group — are unaffected; expansion only bites at hundreds of millions of light-years and beyond.

Gravitational lensing · a thin accretion disk wrapped over a black hole
the arc above the shadow is the disk's FAR side, bent up and over toward you

Gargantua

The signature Interstellar image. Each pixel is a backward light ray, bent by the black hole until it hits the disk, the horizon, or escapes. Light from the disk's far side curls over the top and under the bottom, so you see a flat disk wrapped into a halo.

Doppler beaming gravitational redshift lensed stars bloom
draft standard high ultra photoreal

Higher resolution sharpens the image but takes longer to trace — a few seconds at ultra, up to a minute at photoreal (it supersamples beyond the screen for clean anti-aliased edges).

A flat disk lies in the equatorial plane. Because the hole bends light, rays you send above the shadow can dip down to the disk's underside on the far side, and rays sent below curl up to its top — so the far half of the disk appears as the bright arc looping over (and under) the black shadow. The dark circle is the shadow, and the thin bright ring hugging it is the photon ring, light that looped the hole before reaching the disk.
what the ray tracer does (and what the film tweaked)

For every pixel a null geodesic is integrated backward from the camera using the Schwarzschild orbit equation d²u/dφ² + u = 3M u² in the photon's own plane. The ray ends three ways: it falls past the horizon (black), it crosses the equatorial plane inside the disk's annulus (coloured by radius, hotter and brighter inward), or it escapes (sky). Rays that cross the plane outside the disk keep going, so they can still strike the disk on a later loop. Those later hits produce the wrapped halo and the secondary arc near the shadow.

The spin slider is approximate: it slides the disk's inner edge to the Kerr ISCO, so a faster-spinning hole lets the bright inner ring crowd in toward the shadow (and orbit faster, strengthening the beaming). The lensing here stays Schwarzschild, so the shadow remains a centred circle; true frame-dragging would also pull the image sideways into the lopsided, flat-edged crescent of a real Kerr hole. The film also turned off the Doppler beaming that makes one side far brighter, because Nolan wanted a symmetric disk — toggle Doppler beaming to put that asymmetry back.