Also, a longer list of such games: https://github.com/stared/science-based-games-list
If someone plays past the first few levels, you can be quite sure he/she is not afraid of some explanation about how stuff actually works, and having that would have made the game a lot more fun for me.
Also, in the Sagnac-Michelson-Morley level, you're supposed to place a "Sagnac-interfRerometer" somewhere (hint: it's the vacuum jar, and that's a different thing). ;)
For experimental stuff, it’s crucial to show first, explain later - if at all (otherwise you are killing the sense of suspension and awe):
The researchers’ conclusion was that, in the context of strange toys of unknown function, prior explanation does, indeed, inhibit exploration and discovery. - from http://www.economist.com/node/18741484 (When should you teach children, and when should you let them explore? - The Economist )
At the same time, yes, I agree it would benefit for adding some explanations, descriptions or links later. Just... many project, little time. But thanks for bringing it up!
Typically, I create some puzzle, them freeze some elements, and leave others for tray. However, often there is some sneaky way to go around. In this case, I prefer to avoid it, as it breaks this beautiful infinite loop pattern.
Added one more mine, it should do the job.
1) you should add some explanation about why making light to through a number of crystals (they slow it down by 1/4 wavelength) lets the beam go though a beam splitter in one or two directions.
2) Pinch to zoom works but the photon beam moves on a path that's not affected by the zoom. Firefox Android, I didn't check with other browsers. But it works on a 4,7" screen, which is great.
My idea was to show who things work, rather than do any kind of textbook explanation. That said, I understand why this slow-down is mysterious (and deserves a better visualisation).
Thanks for info. Tiles are on CSV and the animation is on Canvas; I will try to see what's the problem (don't own anything with Android, though). In any case: I would be really, really grateful for creating an issue here: https://github.com/stared/quantum-game/issues.
It's mostly the polarization (and phase to a lesser degree) that I am referring to. That stuff is way more intuitive on a real optical table.
Some day I want to make it visually appealing and actually make it a part of UI.
Edit: Seems it's mobile only, or the mouse drag event handling is masking the click event. That is, it rotates for me on mobile, but not on my desktop browser (chrome 58.0.3029.110).
Issue is here: https://github.com/stared/quantum-game/issues/5 - as it seems that more people have the same problem. Any pointers how to solve it (or Pull Requests!) are welcomed! :)
(Was not intended. Would be grateful for a screenshot / specs though!)
We met on here last year discussing my quantum game. Shameless plug for everyone else:
(Sorry about expired security cert!)
I would need to setup Flash, though. (Do you have/plan any JS version?)