2D Time World
// Note 1: This article is a fictional physical space constructed by the author's own imagination, full of loopholes, for entertainment purposes only, please do not take it seriously.
// Note 2: The 2D time in this article is isotropic, different from the 2D time setting in Greg Egan's "Dichronauts", which we will explore another time.
// Note 3: Some sections in this article may be filled with difficult formulas. I have marked them as optional reading and with colors; you can skip them directly if you are not interested.
What is 2D Time
In this article, we will imagine what a universe with 2D time would look like. For our linear view of spacetime, we believe that a “living” universe needs to change with one parameter. But from the perspective of spacetime, as long as the time trajectories of all particles (called the particles’ world lines) are drawn, the evolution is fixed. So time is just something subjective. In 2D time, particles no longer have world lines but world sheets — the trajectory of each particle in spacetime becomes a 2D surface. In our eyes, 2D spacetime is just some “dead” surfaces solved from physical equations. But perhaps those creatures would naturally feel that time flows on the surface, and it would still be a “living” universe with “dynamics”. What interesting things would happen if the inhabitants of that spacetime naturally believe that time is 2D?
The most significant difference between 2D time and our 1D time is the destruction of causality. Only 1D spacetime can naturally define the sequential relationship of events. Under 2D time, the sequential relationship no longer exists, and there is no strict distinction between past and future. Some might say: 2D time means we can go in circles on a particle’s world sheet, which is like you bringing a magical object back from the future via a time machine, so the object appears in spacetime out of nothing! Actually, this view is a one-sided perspective of the 1D time — for creatures in 2D time, time is an integrated whole and should not be understood by the way we are thinking in our 1D time. Their evolution does not mean selecting a certain world line on the plane, nor does it mean infinite world lines constituting a “parallel universe”. Instead, it unfolds in “all directions” on the 2D time coordinate surface. Selecting a special time line is similar to how we might view a 2D cross-section of a 3D object — possible but unnatural.
Another significant difference is that for them, the concepts of past and future may not even be needed. It is even difficult for us to tell stories about their world because our hearing is linear, while their storyline is more like a map. 
Notation Conventions
Unless otherwise specified in this article, 2D time spacetime specifically refers to a 5D spacetime obtained from 3D space (x/y/z) plus 2D time (u/v), i.e., a spacetime with the following metric: $$\mathrm{d}s^2 = \mathrm{d}x^2+\mathrm{d}y^2+\mathrm{d}z^2 - \mathrm{d}u^2 - \mathrm{d}v^2$$ Note: Here the letters u and v are used specifically to denote the 2D time, and t is no longer used to break free from the influence of the 1D view of time.
Point Particle Kinematics
In normal 4D spacetime (3D space + 1D time), the world line of a particle at rest relative to a reference frame is a straight line parallel to the time t-axis, while a particle in uniform motion has a slanted line. Therefore, we assume that in 2D time spacetime, the world sheet of a particle at rest relative to a reference frame is a plane parallel to the time coordinate plane uv, and uniform motion corresponds to an inclined plane. How should the velocity of a particle be defined? The usual middle-school definition is displacement per unit time, while the definition in relativistic spacetime is the tangent vector of the world line. Both definitions can be generalized to 2D time, and I will put the latter in optional reading.
Velocity
In our spacetime, the position of a particle is a 3D vector, which is a function of time, denoted as $\vec{\mathbf{r}}(t)$. Its rate of change with respect to the time parameter is naturally the velocity, i.e., $\vec{\mathbf{v}}(t) =\frac{\mathrm{d}\vec{\mathbf{r}}(t)}{\mathrm{d}t}$. In 2D time, the position of a particle is still a 3D vector, but it is a binary function of time, denoted as $\vec{\mathbf{r}}(u,v)$. Its derivatives are more numerous: the rates of change along different time directions can be different. Generally speaking, we need a matrix (tensor) to represent it, i.e., $$\mathbf{v}(u,v) = (\vec{\mathbf{v}}_u,\vec{\mathbf{v}}_v)= \left( \frac{\partial \vec{\mathbf{r}}}{\partial u},\ \frac{\partial \vec{\mathbf{r}}}{\partial v} \right).$$ Note that $\vec{\mathbf{r}}$ itself is a 3D column vector, so the whole thing is a $2\times3$ matrix. For example, the general kinematic equation for uniform motion of a particle is $$\vec{\mathbf{r}}(u,v) = (\mathrm{v}_{xu} u + \mathrm{v}_{xv} v, \mathrm{v}_{yu} u + \mathrm{v}_{yv} v, \mathrm{v}_{zu} u + \mathrm{v}_{zv} v)$$ The velocity of the particle is constantly: $$\mathbf{v} = \begin{pmatrix} \mathrm{v}_{xu} & \mathrm{v}_{xv} \\ \mathrm{v}_{yu} & \mathrm{v}_{yv} \\ \mathrm{v}_{zu} & \mathrm{v}_{zv} \end{pmatrix}$$
Similarly, acceleration is a higher-order $2\times2\times3$ tensor, which will be introduced in the next section.
Uniformly Accelerated Motion
Consider a particle in free fall in a gravitational field. What would this scenario look like in 2D time? In our world, uniformly accelerated motion is defined as: $\vec{\mathbf{v}} = \vec{\mathbf{a}} t$. In 2D time, this is decomposed into $$\vec{\mathbf{v}}_u = \vec{\mathbf{a}}_{uu} u + \vec{\mathbf{a}}_{uv} v, \qquad \vec{\mathbf{v}}_v = \vec{\mathbf{a}}_{vu} u + \vec{\mathbf{a}}_{vv} v.$$ Since acceleration comes from the second-order partial derivatives of the same position function $\vec{\mathbf{r}}(u,v)$, by the commutativity of mixed partial derivatives we have $\vec{\mathbf{a}}_{uv}=\vec{\mathbf{a}}_{vu}$, meaning the acceleration tensor must be symmetric. Written as a matrix: $$\begin{pmatrix}\vec{\mathbf{v}}_u \\
\vec{\mathbf{v}}_v
\end{pmatrix}=\begin{pmatrix}
\vec{\mathbf{a}}_{uu} & \vec{\mathbf{a}}_{uv} \\
\vec{\mathbf{a}}_{vu} & \vec{\mathbf{a}}_{vv}
\end{pmatrix}
\begin{pmatrix}
u \\ v
\end{pmatrix}$$ All four acceleration components are 3D vectors, so we say acceleration is a $2\times2\times3$ order tensor.
Assume this planet has a gravitational acceleration $g$ pointing along the $x$-axis, and it affects the time $u$ and $v$ equally, i.e., $\vec{\mathbf{a}}_{uu} = \vec{\mathbf{a}}_{vv} = g\vec{\mathbf{e}}_x$, $\vec{\mathbf{a}}_{uv} = \vec{\mathbf{a}}_{vu} = \mathbf{0}$. Suppose at the given time $u=0, v=0$ the particle is at the origin, with initial velocities $\vec{\mathbf{v}_u}(0)$ and $\vec{\mathbf{v}_v}(0)$. It is easy to solve: $$\vec{\mathbf{r}}(u,v) = u \vec{\mathbf{v}}_u(0) + v \vec{\mathbf{v}}_v(0) + \frac{1}{2}g\left(u^{2}+v^{2}\right)\vec{\mathbf{e}}_x$$ Here we see that for a particle with a given constant acceleration, we only need the initial position and initial velocity at one time, just like in 1D time, and the entire motion state over the whole time region can be solved. Moreover, can all general uniformly accelerated motions be diagonalized by choosing a reference frame to eliminate cross terms? The answer is no: the acceleration matrix is symmetric. A classic result from linear algebra says that real symmetric matrices can be diagonalized via rotations. This means that, generally speaking, it is impossible to simultaneously diagonalize the three component matrices (x, y, z) with one rotation.
Reference Frame Transformations
In 2D time spacetime, ignoring relativity, the Galilean spacetime symmetries include spatial rotations, rotations within the time plane, and velocity transformations between space and time. Together they form the Galilean transformation group. We want all physical laws to remain invariant under these three transformations:
- Spatial Rotation
This part is just the usual spatial rotation transformation in xyz, meaning that all directions in space are equivalent, with no preferred direction, and any direction can serve as a coordinate axis. - Velocity transformation (Boost)
A particle can move uniformly along the two time directions separately. The following reference frame transformation (called boost) can keep the particle at rest relative to the new coordinates: $$\vec{\mathbf{r}}’ = \vec{\mathbf{r}} - \vec{\mathbf{v}}_u u - \vec{\mathbf{v}}_v v,$$ where $\vec{\mathbf{v}}_u,\vec{\mathbf{v}}_v$ are constant vectors representing the relative velocities between the old and new reference frames along the time parameter $u$ and time parameter $v$ respectively. Written in matrix form: $$
\begin{pmatrix} x’ \\ y’ \\ z’ \end{pmatrix}=\begin{pmatrix} x \\ y \\ z \end{pmatrix} -\begin{pmatrix} \mathrm{v}_{xu} & \mathrm{v}_{xv} \\ \mathrm{v}_{yu} & \mathrm{v}_{yv} \\ \mathrm{v}_{zu} & \mathrm{v}_{zv}\end{pmatrix}\begin{pmatrix} u \\ v \end{pmatrix} $$ - Time Rotation
This is a brand new reference frame transformation that does not exist in 1D time. Since the two time parameters have equal status, the uv time plane has rotational symmetry, and rotations preserve $u^2+v^2$: $$\begin{pmatrix} u’ \\ v’ \end{pmatrix}=\begin{pmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{pmatrix}\begin{pmatrix} u \\ v \end{pmatrix}$$
Newton’s Second Law
Next, let’s study particle dynamics. We need to generalize Newton’s laws. The third law is straightforward and can continue to hold; the first law is a special case of the second law, so we directly discuss the form of the second law: If we directly transplant Newton’s second law into 2D time, letting force equal mass times the acceleration tensor, then force is also a $2\times2\times3$ tensor: $\vec{\mathbf{F}}_{\alpha\beta} = m \vec{\mathbf{a}}_{\alpha\beta}$ (indices take $u$, $v$). This seems self-consistent, but there are difficulties: if force completely determines acceleration, the particle in the uniformly accelerated motion solution above shows that the particle’s state at one instant determines the entire world sheet of the particle. Even worse, consider a particle that is only acted on by a force in a finite time region. Outside that region, there is no force, and the acceleration tensor is entirely zero, meaning the world sheet must be a plane outside that region. The influence of the force is completely confined within the region where it acts and cannot propagate to the outside. This would make the effect of forces in finite time regions, such as particle collisions, meaningless.
Another approach is to adopt a different generalization of Newton’s second law. Here we choose to use the Lagrangian from analytical mechanics to derive the particle’s dynamical equations. It doesn’t matter if you don’t understand; we only need the conclusion.
$$ \vec{\mathbf{F}}= m\Bigl( \frac{\partial^2\vec{\mathbf{r}}}{\partial u^2} + \frac{\partial^2\vec{\mathbf{r}}}{\partial v^2} \Bigr) $$ Here the external force can be the gradient of potential $-\nabla V$, which is still the familiar vector, and it only couples to the trace of the acceleration tensor (the sum of the two second derivatives). The remaining independent components of acceleration are not constrained by the force.Newton’s First Law
Setting the force on the right-hand side to zero gives the equation of motion for a free particle, which is the 2D Laplace equation $$ \frac{\partial^2\vec{\mathbf{r}}}{\partial u^2} + \frac{\partial^2\vec{\mathbf{r}}}{\partial v^2} = \mathbf{0}, $$ That is, the particle’s world sheet resembles a minimal surface, and each position coordinate of the particle is a harmonic function on the time plane. This means that even without a force, the world sheet need not be a plane; it can bend according to given boundary conditions in time. This perfectly solves the previous problem: our familiar initial value problem requires specifying the position and velocity distribution along an entire initial time line, not just at a single point. This reflects the greater degrees of freedom predicted by 2D time physics. If we instead force the force to be proportional to a particular acceleration vector to eliminate the multiple solutions, we would actually obliterate these rich structures.
Other Possible Choice?
From the perspective of spacetime geometry, Newtonian mechanics with 1D time has force equal to curvature of curves, while with 2D time it has force equal to mean curvature of surfaces. Some readers might wonder why force should correspond to mean curvature; what if we used Gaussian curvature instead? In 1D time, a particle’s geodesic never has Gaussian curvature, so this is not a good analogy. Readers might also consider other different forms of Newton’s second law. However, the simplest form that keeps the energy positive definite while preserving rotational symmetry in the 2D time plane is this one. Therefore, we will not dwell further on why Newton’s second law is set up this way.
Ball Collision Simulation

I wrote a simple simulator: 2D2T, with the help of AI, for ball collisions in 2D space + 2D time. It has features such as setting boundary conditions, editing positions of multiple balls, solving the Laplace equation, simulating gravity and collision repulsion, and hovering over time points to view the state of balls in space. However, the collisions between balls and between balls and walls are still not quite correct: I saw the AI uses averaging over neighboring time points to iteratively solve the Laplace equation, which is OK yet. But for external forces (such as applying a downward gravity force), it directly adds a small downward displacement to the balls and then uses boundary conditions to smooth the solution. However, this pulls the space downward under gravity, and with the boundary fixed, it stretches the space into a “bag” shape. The Laplacian at the middle of this bag has a positive sign, meaning the force is actually upward. It seems the direction of the force is reversed. When simulating collisions between balls, along a certain time line it also looks like the balls attract each other, get close, and then are thrown apart. Therefore, I directly reversed the direction of the force, but this causes the collision simulation to diverge. Thus, rather than ball collisions, this scenario is more like an N-body system of mutually attracting celestial bodies with restricted gravitational range. But currently, I have not found an algorithm that can stably solve 2D time collisions. This vibe-coded simulator can only be taken as entertainment.
I also discovered an interesting phenomenon: replacing the RGB color channels with the velocity magnitude |V| of different balls, one can see that near some time points the balls have very high speeds, and the coloring looks like individual dipoles. These instants correspond to time periods when balls are very close to each other and quickly pass by. That is, the set of moments when balls attract and meet forms zero-dimensional points on the uv plane, rather than a 1D line. During iteration, I also found that some nearby passing points can get closer to each other with iteration and eventually merge and disappear. I am not sure why. It should be noted that the merging and disappearance of passing points occurs during the solver iteration; it is not a state evolution in 2D time, but just an intermediate result of the computation. So this phenomenon actually has no physical meaning.
It should also be particularly pointed out here that although we first determined the positions of the balls on the time-plane boundary and then iteratively solved for all states of the balls in spacetime, the “history” of the entire 2D universe is laid out all at once. As long as every point in spacetime satisfies the relevant dynamical equations, it is fine. For creatures in 2D time, they only know the states near their own time point. In their view, time evolution spreads outward from the center into the unknown, rather than the reverse: from the determined exterior (boundary) inward.
Entropy and the Arrow of Time
The fact that our time has a one-way direction is closely related to the direction of entropy. In ordinary 1D time, given an initial state, the mechanical equations determine the future. But in fact, all physical laws have time-reversal symmetry: throwing a basketball and catching it, when played in reverse, still shows throwing and catching. But systems involving thermodynamic losses cannot be reversed, e.g., a bouncing ball on the ground recovers to a lower height each time; in reverse, we would see the ball bouncing higher and higher, which is impossible in reality. A mirror falling to the floor and shattering, when played in reverse, shows the impossible event of a broken mirror reuniting. The principle of increasing entropy asserts that for macroscopic systems, the number of future states (entropy, or probability) is far greater than the past. In fact, we even directly use the direction of increasing entropy (increasing probability) as the definition of the future direction of time.
The coin-flipping model can help us understand entropy simply: suppose initially there are $N$ coins with heads facing up. Each step, randomly select one coin and flip it. Over time, the number of heads will approach $N/2$. However, this is a random process; it won’t just keep approaching $N/2$ monotonically but will fluctuate randomly. After reaching near $N/2$, it will continue to fluctuate, and it might even return to the state where all coins are heads up. Of course, if $N$ is slightly larger, the waiting time to return to the all-heads state increases exponentially, possibly taking longer than the lifetime of the universe. For more information, search online for the keyword: Poincaré recurrence.
How can entropy be defined in 2D time? We have already constructed a bunch of particles with collisions (whether repulsive or attractive doesn’t matter; it’s the interaction). The particle distribution at each moment will naturally have disorder and order, and the concept of entropy can also be defined. A 2D time system has no intrinsic direction of evolution — all history is “laid out at once” on the time plane as world sheets. Therefore, we can take a different perspective: treat entropy as a field distributed on the 2D time plane. We can imagine that the entropy function on the time plane undulates like terrain. The direction of entropy increase is naturally the gradient direction of the terrain. 2D beings might be able to perceive a specific 1D arrow of time, and these arrows of time might flow down the slopes like rainwater, converging and eventually flowing into the low-lying ocean of heat death. If we still want to use the random coin-flipping model to simulate the evolution of a 2D time system, we would require that the two coins flipped from time (0,0) to (0,1) to (1,1) are the same as those from (0,0) to (1,0) to (1,1). In this way, each step’s random coin flip has strong correlations, rather than being completely random. I asked an AI to write a 2D time entropy simulator — EN2T: First, set the number of coins $N$. At each time, these $N$ parameters can be either 0 or 1. In traditional 1D time, at $t=0$, all parameters are 0, and then at the next moment, one coin’s 0/1 state is randomly flipped. In the 2D time version, time is discretized into a grid. At the initial selected time (u,v)=(0,0), between any two adjacent moments (only four neighbors, not diagonal), at most one coin state can differ.
How can we obtain a random state distribution as much as possible under such constraints? I used a greedy algorithm, letting the grid states “grow” like crystal nuclei. Suppose we select an undetermined grid point that has neighbors with determined states:
- If there is exactly one neighbor with a determined state, copy that neighbor’s state and randomly flip one coin;
- If there are two neighbors with determined states and both are identical, still randomly flip one coin;
- If there are two neighbors with determined states and they are not identical, there are two subcases:
- Only one coin state differs: randomly choose one of the two neighbor states and copy it;
- Exactly two coin states differ: denote the two different coins as a and b, copy the state of the first neighbor, then randomly choose either a or b and flip it.
If we can ensure that there are never three or more determined neighbors during the process, this algorithm can generate completely consistent solutions without backtracking. Therefore, the order in which we traverse the undetermined grid points is very important. I first used a square spiral traversal and found that the state changes significantly more slowly along the diagonal direction. Later, I improved it by adding some randomness, but it still left obvious radial stripes. I think this is a problem with the greedy algorithm. If a more complex strategy with backtracking were used, it should be possible to achieve a completely random distribution on the plane. And our model already shows that the distribution of entropy in 2D time can indeed undulate like terrain.

You might feel a bit disappointed that 2D time has turned into traditional 1D time again. But I want to say that these arrows of time might not strictly separate the past and future like traditional 1D time: although there may be a single overall thermodynamic evolution trend, local rotational symmetry in time still exists. I speculate that the memory of 2D-time creatures is like this: they can remember the entire region not far from their time point, but as the time distance increases, the memory gradually fades, and eventually becomes completely imperceptible. This memory decay here is different from our forgetting. Forgetting is merely an active mechanism of losing memory by living beings. Even if written on paper or in computers, these storage media will also “forget.” Their memory decay is determined by the physical and geometric factors of time.
The following sections are more technical. If readers are not interested in formulas, you can directly click here to jump directly to the electromagnetic wave simulator section.
Electromagnetic Wave Simulator
I imagine readers are already overwhelmed by the formulas. Let us turn to the most intuitive thing: I used an AI to run a 2D‑time electromagnetic wave simulator: EM2T.
It has various preset electromagnetic waves, allowing intuitive visualisation of the field distributions in space and time. It is worth noting that the magnetic field is actually a $3\times2$ tensor, which can be viewed as two trivectors $\mathbf{B}_u$ and $\mathbf{B}_v$, or as three bivectors $\mathbf{B}_x$, $\mathbf{B}_y$, $\mathbf{B}_z$ on the time plane, giving a total of 6 degrees of freedom. The simulator displays both decompositions separately in 3D space and on the time plane.
Game of Life?
So far we have discussed “real” physics in continuous time. Now let us look at a lighter topic: discrete‑time systems — cellular automata in 2D time. The Game of Life is the most famous cellular automaton. How can we generalise it to a 2D‑time version? Naturally, we want time to also be a discrete square grid, so the global state is described by integer lattice points $(x,y,u,v)$ in four dimensions. In the traditional Game of Life, the next state of a cell is determined by counting its 8 spatial neighbours. But in 2D time there is no preferred direction, so I took a different approach: can the number of spatial neighbours and the number of time neighbours constrain each other? For example, if both counts are within certain ranges, the middle cell must be dead; for other ranges it must be alive; for still others it does not matter. With the rule set, how do we simulate it? Since time no longer has a single direction, we cannot directly give a recurrence relation; we may have to find a global solution. I asked an AI to write a simulation program using the wave function collapse algorithm — CA2T.
The illustration above shows a result of a small 2D‑time Game of Life with $5\times5$ space and $5\times5$ time. The left part shows spatial slices, the right shows time slices; grey indicates undetermined cells, and white dots represent live cells.
This Game of Life works as follows: First, a rule table is given, which is a $9\times9$ grid. The horizontal axis represents the number of time neighbours $n_t$ (08), and the vertical axis represents the number of spatial neighbours $n_s$ (08). Each cell of the rule table can be set to one of three states: must be dead (black), must be alive (white), or don’t care (grey). This rule table determines, for each cell, what state it must be in under a given spatiotemporal neighbourhood environment.
With the rules in place, how do we run it in 2D time? In the ordinary Game of Life, we only need to know the spatial state at the previous time step to evolve frame by frame into the future. But in 2D time, there is no one‑way past or future; time itself is a 2D plane, and we can no longer iterate along a single direction. Instead, we treat all cell states (0=dead, 1=alive) over the whole 4D grid $(x,y,u,v)$ as a whole and search for a global assignment that satisfies all neighbourhood rules simultaneously. We can use the Wave Function Collapse algorithm, which starts from a partially determined initial configuration and attempts to assign life/death to undetermined cells, backtracking whenever a contradiction is found, until all cells are determined (success) or a contradiction persists (failure). You can slide the mouse along the time axis to observe changes in the spatial state, or click on a spatial point to see its life/death trajectory over the entire time plane. During the solving process, the algorithm displays the neighbour counts of currently determined cells in real time, helping us confirm whether the cell states comply with the rules. In fact, for most rule tables, obtaining a global solution is quite difficult because we are working in 2D time plus 2D space — essentially a 4D spacetime. Each cell has two possible states, and the default grid is $5\times5$ in all dimensions, giving $2^{5^4}=2^{625}$ possible configurations. When backtracking, without special strategies, even if a solution exists, the search may take a very long time. I tried to optimise the backtracking mechanism generated by the AI, but it turned out that the optimisation made it harder to find solutions — a negative optimisation — so I stopped tinkering for now. If any reader is interested in this simulation, feel free to share your optimisation strategies. (Source code is on github)
2D Time Civilisation?
After exploring the various possibilities of 2D time, we cannot help but ask: what are the daily lives and subjective experiences of creatures living in 2D time like? I once discussed this topic with @kenzaki-ririka. The content is quite fanciful, so take it as entertainment without strict logic. Some parts are as follows:
- In this world, can 2D beings apply forces to objects to determine exactly how they move? For example, when kicking a ball, can they decide in which time direction it moves away from them and which direction brings it closer? I find it hard to imagine the actual operation, because the sequence of actions is also 2D.
- Cinema scheduling in a 2D‑time world: if the polygon‑shaped films cannot be densely tiled, it may affect the cinema’s profits. How do they know when to watch a movie? Should they give a boundary equation for the film’s showing time, but how is that coordinate system established? In other words, how do their celestial bodies rotate? The trouble with scheduling in 2D time is that you have to consider not only the area of time but also its shape. For example, when choosing songs at a KTV, you have to fit songs of different shapes into a chunk of time, which might lead to moments where no one is singing but everyone is just sitting there playing with their phones…
- Driving a car in 2D time: if there is an accident, the 2D person would not die. If the accident occurs at a point or inside a closed curve, one might even see fragments on the ground automatically fly up to repair the car and continue moving… Would the control system of a 2D car be different? Although the actions of the accelerator and steering wheel can also be 2D, the state at any given instant is deterministic. For example, the gear lever could move in different directions on the 2D time plane… How would road traffic differ? Would traffic lights at intersections alternate like a chessboard? But considering traffic flow and such, the lights probably would not be of the same size and shape, and one would also have to consider dense tiling. Moreover, roads might also have to be 2D — would intersections require 2D overpasses?
- Would day‑night cycles on their planet be checkerboard‑like? The rotation of a planet involves rigid‑body dynamics: the angular velocity also has $u$ and $v$ components. Through the action, one can derive the free rigid‑body equations of motion, and the orientation at each instant is determined by boundary conditions. Thus the rotation pattern can be very arbitrary, and the day‑night cycle might be extremely complicated…
- How do seasons work on their planet? Imagine a planet stably orbiting a central body. What does its world sheet look like? The orbital system is also determined by boundary conditions, with large freedom. I thought of some special cases: one possibility is that it moves in uniform circular motion in the $u$‑time parameter and is stationary in the $v$‑time parameter, but that does not capture the interesting structure of 2D time. Another possibility is to assume isotropy in the $u$ and $v$ directions, so that the orbital angle must have rotational symmetry on the time plane. This would imply a special instant — the centre of time‑plane rotation — which might be a distinctive feature of a 2D‑time galaxy?
- Analogous to our traffic light countdown, would a 2D intersection have a diagram showing the alternating pattern of the traffic lights, with a moving dot indicating the current time? Their video players might also show a diagram of the video’s shape below. Some short‑video platforms might automatically schedule videos via algorithms so that users can watch them with maximum efficiency. The parts that cannot be densely packed could be filled with advertisements…
- The articles, sentences, and words in a 2D language also have shapes. Therefore, when considering tiling issues, would writing be as brain‑twisting as composing parallel prose? If it becomes too difficult, one might have to fill the gaps with modal particles. The eight‑legged essays of the Ming and Qing dynasties in a 2D world might have strict requirements for such tiling? Perhaps the pronunciation of each character inherently has a shape, and there might even be something like “ideographic pronunciation”? Or maybe each character in some civilisations is pronounced as a standard hexagon or square?
- Dynasties in two dimensions might have complex shapes like countries in space, with revolutions or coups occurring along border lines?
- Since half‑photons are stationary in one time direction, could we capture a half‑photon flying through the air and press it into paper to write letters?
- If entropy determines the arrow of time, what happens when a 2D creature stirs coffee? If they only perceive the direction of entropy, they would see the milk mixing with the coffee but not yet fully mixed — entropy is increasing. However, macroscopic Newtonian mechanics would make them feel that the spoon is not completely in their control; other versions of themselves near the isoentropic line are also holding the spoon. Inertia connects the spoons in their hands, and even if they let go, the spoon would continue spinning in the coffee cup. In fact, the neurons/particles in their brains are like this spoon, jointly carrying out thought processes — they are all part of the memory of the same 2D creature at different time directions. Therefore, I think the way 2D creatures experience time cannot be solely through the direction of entropy increase. Entropy may influence their consciousness, but not as absolutely as for us. On the time plane, there are extrema of entropy; consciousness might get trapped inside them. But could they store some negative entropy, travel against the total entropy gradient for a while, and reach another region with stable entropy increase, somewhat like quantum tunnelling through an entropy barrier?
- If I break a cup at just one instant, what shape does the broken cup have in time? When a 2D person gets sick and takes medicine, what is the function of the drug concentration on the time plane? If we want the patient to have both the encapsulated and the diffused states simultaneously over an infinite range of time, the boundary between the two states would be a one‑dimensional line. That means taking the medicine is not a point‑like event; the patient would have to swallow the capsule along an infinite time line? But that sounds like a time “cylinder”, equivalent to squeezing one time dimension out of our world. If there is no change along that direction, we might not even notice its existence. In other words, if the capsule dissolves along a line, is that equivalent to the normal dissolution of a capsule in our one‑dimensional time?
Sci‑Fi Setting: Time Divers
The last question leads us to wonder why we perceive the world as having only one dimension of time. One idea is that we actually live in a complete 3+2 dimensional universe, but our local spacetime region is extremely flat in the $v$‑time direction — so flat that almost no events change along the $v$ direction. Physically, this means that the world sheets of all matter in this region have near‑zero curvature in the $v$ direction, like a tightly stretched membrane, completely stationary along that direction. The natives of the 2D time world, while exploring their universe, discover this anomalous region. To them, this “time frozen land” is fragile: any foreign world sheet with variations along the $v$ direction that intersects it will create ripples on this flat surface — like a stone thrown into still water. Once these ripples spread, they could completely alter the physical structure of the region. For protection — and perhaps out of reverence — they developed a special technology: compress the variation of their own world sheet’s $v$ component to nearly zero, i.e., “freeze” themselves in one time direction, moving only along our $u$‑time direction. In this way, they can quietly enter our time slice without disturbing the flatness in the $v$ direction. They do not come by walking; they “live” into it as 2D time flows — they call themselves Time Divers. After diving in, they lose the freedom to walk freely on the $u$‑$v$ plane and are locked onto the one‑way $u$‑axis, experiencing time frame by frame just like us. But they discover Earth civilisation, a wonderful species that spontaneously emerged on this time frozen land. Out of protection, and also out of some indescribable sentiment, these divers choose to stay. They abandon their 2D‑time homeland and live among us entirely in the one‑dimensional‑time lifestyle…
Crazy idea: Spacetime Swap?
I wonder if readers have ever questioned why one dimension is perceived as time, simply because its coefficient in the metric is negative? Why not still treat this coordinate as space? From the spacetime metric, time and space do exhibit a kind of duality — 2D time + 3D space is in some sense equivalent to 2D space + 3D time. 3D time would be even more complex, so we can step down and consider the case of 2D space + 2D time: could there be two forms of life coexisting, each treating the other’s time as space? That is, a creature A’s world sheet appears timelike to itself but spacelike to another creature B? What kind of interactions would they have? Physicists have hypothesised the existence of superluminal “tachyons” in our spacetime, but their trajectories are one‑dimensional, not the type of spacetime‑swapped matter we are looking for. Could there exist, in the same universe as us, a kind of matter whose world‑volume ( 3D manifold) lies in our space, while what we call time is for it a spatial direction?