NKTgLaw
NKTg Law: A Physics-Inspired Approach to Variable-Mass Motion in Elixir Systems
Hello fellow BEAM enthusiasts,
I’d like to introduce a conceptual idea I’ve been developing, which I call NKTg Law. It’s a physics-inspired framework aimed at modeling how an entity’s motion tendency shifts when its mass varies over time—something that could map well into Elixir/Erlang architectures, especially for distributed systems needing dynamic behaviour (e.g., actor systems with changing load, battery mechanics in games, scalable simulations).
NKTg Law – Conceptual Overview
I define two core values:
- NKTg₁ = x × p, where:
x= position or displacement metric,p = m × v= linear momentum (mass * velocity).- Interpretation:
- NKTg₁ > 0 → object tends to move away from equilibrium (amplifying motion).
- NKTg₁ < 0 → object tends to move toward equilibrium (stabilizing).
- NKTg₂ = (dm/dt) × p, where:
dm/dt= rate of change of mass.- Interpretation:
- NKTg₂ > 0 → mass change supports motion (like growth or power-up).
- NKTg₂ < 0 → mass change resists motion (like draining resources).
Why It Might Be Useful for Elixir/BEAM Patterns
- The BEAM excels at modeling concurrent, stateful processes—each could track its own
x,v,m, dynamically adjusted in real-time. - This could empower novel features:
- Adaptive rate limiting: processes slow down as their “mass” (load) increases.
- Self-throttling workflows: nodes in a cluster reduce throughput under heavy resource exhaustion.
- Game mechanics: actors that gain momentum as they “power up” (mass ↑) or slow when “hurt” (mass ↓).
Questions for the Community
- Has anyone used Elixir/OTP to model systems with dynamic “mass” or weight affecting behavior? What patterns did you use (
GenServer,GenStage,Flow, etc.)? - Would it make sense to encapsulate
dm/dtand momentum logic into a reusable module or behaviour, rather than peppering logic across individual processes? - Do you have ideas for visualizing or monitoring these dynamics—perhaps via
:telemetry, custom dashboards, or observability tools? - Would you be interested in sample code implementing a simple Elixir
GenServerthat updatesNKTg₁andNKTg₂eachhandle_info(:tick, state)?
I’d love to hear your feedback or pointers to similar mechanics—especially any distributed systems concepts using BEAM that factor in changing resource usage or adaptive behavior.
Looking forward to your thoughts!
— NKTgLaw
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benwilson512
Hey welcome!
You’re not the first person to identify the Beam as a potentially good platform for a simulation. The issue however when doing things like physics simulations is at least 3 fold:
- it’s critical that every entity gets the same number of ticks. If not, then some entities are essentially moving faster in time than others
- it’s critical to deterministically handle interactions between entities. This often reduces the practical concurrency as entities are having to wait to talk to each other.
- most critically, physics simulations are wildly CPU bound, and thus benefit most from languages that can produce ideal low level code.
In all 3 aspects you’re running against the grain of the BEAM. It is generally fair to all of its concurrent processes but not at the “over 1 million ticks every GenServer will get exactly the same number of ticks” fair. And from a CPU performance standpoint you’re going to get obliterated by languages which model this problem as essentially zipping through arrays of values.
Concurrency in the BEAM is tuned toward IO related use cases. It does quite well on the CPU tasks that happen along side those, but for problems where the entire problem is a number crunching exercise it just doesn’t play to the BEAMs strengths.
The only caveat is that if you can model this problem in say Nx and then it’s actually compiling to GPU code then that’s a whole other thing. I have next to no experience with that though.
EDIT: rereading your post it’s possible I misunderstood your goal here. Is it less about modeling physics and more about using physics ideas to in some way regulate ordinary elixir processes?







