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Ever wondered what it really takes to bend spacetime in a computer simulation? This is the first of a two-part series where I break down every single step behind my realistic black hole simulation. In this video, we're not touching the flashy accretion disk just yet. First, we have to build the engine. We'll start with the fundamentals of ray tracing and then dive deep into the mind-bending physics of General Relativity to understand what spacetime actually *is*. We'll explore how to measure distance in a curved universe using the Metric Tensor, and how Einstein's Field Equations give us the famous Schwarzschild Metric, the blueprint for a black hole's gravity. Finally, I'll show you the crucial step: how we transform that static 'map' of spacetime into a dynamic 'engine' our code can use to calculate the path of a light ray, one step at a time. It's less magic and more math than you might think. My GitHub Repo for the Black Hole simulation: https://github.com/amirh0ss3in/Gargantua Music by Vincent Rubinetti Download the music on Bandcamp: https://vincerubinetti.bandcamp.com Stream the music on Spotify: https://open.spotify.com/artist/2SRhE... #BlackHole #Simulation #Physics #GeneralRelativity #Coding #RayTracing