I came up with a model for a new type of computer based only on logic that arises through how connections are either made or broken through time, from playing a game, Counter-Strike (a Half-Life mod) when it was in its original beta phase. The system was very poorly designed, like the accuracy system for the weapons was designed that if you slow down to a walk, your guns were more accurate, but they set the parameters up so that it triggered this extra accuracy just going the slightest speed under a full run. Using +moveup which was meant for swimming in the scripting language, which is the only "language" I used, you could get half way between a run and a walk for movement speed and get the accuracy of a walk and the silence of it, with movement sound being another similar flaw they made in the game. That combined with scripting firing of the gun so it briefly made you do +moveup before actually firing the gun and turning it off immediately after firing the gun effectively gave you a more accurate gun at a running speed. There were many holes in the original CS system, I repeatedly told them about them on their message board, getting repeatedly banned. I remind you: I only used the extremely simplistic scripting language built into the game, so I was exploiting and not cheating, even though in effect it was cheating. CS 1.6 should have been CS 2.0 because they made major changes to the engine due to what I was spreading around. The script that is part of my work, for CS 1.6, has a fully automated taunt system for giving people a hard time. I built a randomizer and relational database that sometimes spits out a taunt based on the weapon or weapon type you are using just before your gun is actually fired when you fire, only using the one command, alias. Alias just lets you create or reassign a command to an indicated string of commands, and nothing else - basically, I can name (better fit than name: emulate) that tune in one note; with dynamic connections. I did not set out to do this, it just happened. I originally wanted a script to quickly buy weapons, and it developed from there. I have kept every beta and final released versions of the script from beginning to end, to show how it developed. File slap11.zip is the final version for CS 1.6
I only claim to have proven this: A computable logic that arises from how connections are made and/or broken over time. That is a complete description of everything about this logic, entirely. This is not Lambda Calculus, this does not use numeric values, this only uses pointers. It is the simplest form of computable logic that we know of. I believe only using entanglement this could be one dimensional logic that only requires the dimension of time and constant input to operate. The models only use one command to perform logic, "alias" that only allows you to create a command or rewrite a created command to execute a string of commands. In my models that string only calls other alias created commands, basically looping all around itself only using connections. I have built if-thens, sophisticated do-whiles, a randomizer, a relational database and math emulators.
The simple calculator is easiest to understand, it works like an automated abacus - it is simple enough for a child to understand but is yet almost nonconceptual in how it works with its simplicity. If you see how it works here then you know everything about it, just not some of the methods of using it that I have developed:
https://github.com/johnphantom/Dynamic-Stateless-Computer/blob/master/calculator_simple.cfg (pulls the text up online, nothing to download).
The problem people have when they understand how it works: it is not Turing Complete - it requires an operator.
Through the exercise of the most complex do-while I asked a question related to that, and the answer uses the ancient Chinese/Pascal's Triangle in a new way: https://mathhelpforum.com/threads/combination-lock.17147/
This word problem illustrates the grenade throwing with a combination lock: You have a combination padlock with four dials on it. Each dial has the numbers 0 through 4 on them. The lock can have as many 0s as dials, and is set to 0000 by default. The lock does not allow you to use any number between 1 and 4 two or more times in the combination. The following combinations are valid: 0123 1234 0103 0010 4031. The following combinations are invalid: 0113 4014 0202 4444. How many possible combinations are there?
The technique of the implementation is a little interesting, with it being able to reach any of the 209 possible permutations of 4 wheels with 4 numbers (zero represents an empty slot in implementation) in 4 keystrokes or less - it's how it scales that is the curiosity, where if I had 18 slots and 18 items to form a combination it would have 2,968,971,264,021,448,999 possible permutations, each reachable within 18 keystrokes or less.
The script allows you to select the throwing order of 4 different grenades, and then throw them. The 0 in the combination lock represents an empty slot, which when throwing will be skipped over. The first slot button you push will take high explosive, the second slot button you push even if it is the same button as the high explosive grenade will put a flashbang in the slot, then teargas, then smoke. Pressing any slot a 5th time will reset the slots. Use Mouse2 to simulate throwing the grenades.
grenade-combination_lock.cfg performs the permutations the word problem illustrates: https://github.com/johnphantom/Dynamic-Stateless-Computer/blob/master/grenade-combination_lock.cfg
I propose the computer is the hologram and the hologram is the computer, where the computer is the fabric of space-time, only using entanglement - a "Dynamic Stateless Computer" that operates on "Logic Geometry" based only on connections, or links, or pointers - a much more simple computer than the three basic Boolean logic gates operating on mathematical binary bits that is every computer out there. The shape is the logic and the logic is the shape, sort of like a truth table that is dynamic where the "truths" change as it runs.
"Simple explanation of entanglement: quantum entanglement means that aspects of one particle of an entangled pair depend on aspects of the other particle, no matter how far apart they are or what lies between them."
"Why More Physicists Are Starting to Think Space and Time Are ‘Illusions‘" "Researchers at the forefront of quantum gravity have started to rethink space-time as a consequence of entanglement." https://www.yahoo.com/now/why-more-physicists-starting-think-045308127.html