PrimeMind · Structural atlas · the terrain

Terrain Lab

The bounce game, with the line pushing back. The line has a shape: a hill at every prime (or at any set you choose, placed by a rule you choose). Runners roll on it — uphill they slow, at a hill taller than their energy they turn back — so each runner's rhythm is set by the whole terrain, not by its own number. The rule that turns runners into standing waves is simple: a pitch is an energy whose round trip fits a whole number of wavelengths. The lab reads the pitches off that rule, checks them against the exact wave computation, and scores them against the zeta zeros with a fake-prime terrain as the control. Bending the line into a third dimension enters as a specific extra term; the complex dimension enters as a twist.

The essentials — the line and its hills

Optional — each of these is off unless you turn it on

Working backwards — fit the free dials to the first M zeros, then check whether the rest follow

Batch — run many setups at once, rank them against chance, export the table

Every combination of the lists is built (with the current numbers, distance scale, width, fold, ends, and weights setting), struck, and scored the same way as a single run: the density-matched match to the zeros, the same for its fake-prime twin, and the spacing statistics. Each setup is also built from several fake-prime twins, so the table shows the fakes' mean, spread and best — a null distribution, not one draw — and ranks by z, the number of fake spreads the prime terrain sits above the fake mean. A single fake twin can be unlucky; six or more can't be, much. A row turns amber only when z is above 3 and the prime terrain beats every fake twin; and even then the next step is a larger K and more twins, not a celebration. With only a dozen hills the chance spread is wide (about ±5 points around 30%), so small sets need many twins.

The line — runners at the first pitches, rolling on the terrain (each runner drawn at its own energy level; it turns where the terrain reaches that level)

speed

The pitches — violet: zeros · cyan: this terrain (exact wave) · green: this terrain (round-trip rule) · grey: fake-prime terrain

Spacing statistics

What each essential does. The distance rule and scale place the hills — "distance" in your sense. The hill height is one number; every hill is the same size unless you switch on weights. The ends are the two dots: hard walls turn a runner around instantly, free ends let the wave sit at full swing there. The fold mirrors the line about its middle. The round-trip rule. For an energy E, the runner moves where the terrain is below E, with speed √(E − h); its round trip fits when ∫√(E − h(u)) du over that region equals a whole number of half-turns (plus the twist, if on). Those energies are the green ladder. The cyan ladder is the exact wave computation of the same terrain; they agree except at the lowest few, which is the known limit of the runner picture. The score uses the exact ladder. The bend. A line that curves into a third dimension and comes back is, for a wave travelling along it, the same as a straight line with an extra dip wherever it bends: the dip is −κ²/4, κ being how sharply the line curves there. That is a theorem about thin curved channels, so "bending the line" is not a new kind of number — it is a shape you draw with the curvature rule, and the lab converts it to terrain. The twist. Waves carry a phase as well as a height — that is where the complex numbers live — and a twist adds a fixed phase to every round trip. On a line with two walls that phase can be relabelled away and changes nothing, so with hard walls or free ends the twist only enters the green round-trip ladder. Choose loop ends and it becomes real: the two dots are the same point, the wave goes round and meets itself, and the twist decides which pitches fit — a ring threaded by a field. In turns: 0 is a plain loop, 0.5 flips the sign each time round, and whole turns are the same as none. It is lossless. Weights. Off by default, as you asked; switch them on to test whether hill sizes matter. Scoring. Ladders are rescaled to equal counts below the chosen height; chance is about 30%; only a cyan score far above the grey means anything.