MagicCube4D is a four-dimensional Rubik's cube (generically called a
"magic cube"). It is an exact analogy in four
dimensions to the original plastic three dimensional puzzle, but with
some useful features - such as a "reset" button - which the original
puzzle lacked. Here are answers to some frequently asked questions.
Q1: How can it really be a four dimensional object
when there are no such things as 4D objects?
Q2: Even if the computer can deal with 4D objects, how
can it display one on on a 2D screen?
Q3: If you're projecting from 4D down to 2D, isn't it
impossible to understand what you're seeing?
Q4: So what does it mean to make a 4D magic cube?
Q5: When running MagicCube4D, only one of the "faces" is
really a cube. Why are the other "faces" distorted?
Q6: If there are eight "faces" in a 4D magic cube, then
why do I see only seven when I run MagicCube4D?
Q7: I can turn a real cube around so that I can see the
hidden faces,
can I do something similar to see the invisible eighth "face"?
Q8: So what does it mean to "twist" on a 4D magic
cube?
Q9: How do you perform a "twist" on a "face" in your
program?
Q10: OK, so clicking a "sticker" on a "face" twists that
face into a
new position without changing it, but why do some 3x3 slices of other
faces spin or fly onto other faces?
Q11: Why do the resulting twist animations look so
different when performed on one "face" as opposed to another?
Q12: Sometimes it twists in ways that I didn't want.
What am I doing wrong?
Q13: How can I twist the middle "slices"?
Q14: How do I solve the puzzle?
Q15: If it's so hard to solve, then why should I even
bother with it?
Q16: What are the licensing terms for this software and
it's source code?
Q1: How can it really be a four dimensional object
when there are no such things as 4D objects?
A: It's true that there are only three large dimensions in this
universe, but mathematically speaking it is very straightforward to
extrapolate the Rubik's cube into any number of dimensions.
Computers
are perfectly happy to model objects in higher dimensions.
Q2: Even if the computer can deal with 4D objects, how
can it display one on on a 2D screen?
A: Using the exact same mathematical techniques that are used to
project 3D objects onto 2D screens, we "project" 4D objects into 3D.
The resulting 3D objects can then be rendered on the screen using
conventional 3D graphics techniques.
Q3: If you're projecting from 4D down to 2D, isn't it
impossible to understand what you're seeing?
A: The 3D objects can easily be understood by rotating them around on
the screen. You can do that by clicking the left button of the mouse in
the window and dragging the mouse around with the button held down. It
is
probably impossible for a human to ever truly understand 4D objects by
examining their 3D "projections" with the same clarity that even a
child easily understands the 3D nature of objects rendered on a
computer screen. Even so, it is quite possible to gain a strong
feeling
for the 3D projections that result from some operations on 4D objects.
Q4: So what does it mean to make a 4D magic cube?
A: Every feature of the original puzzle has an analog in four
dimensions. For the rest of this document, those features will be in
double quotes when we are talking about higher dimensional
analogies. The little 2D colored stickers of the original puzzle are
replaced by little 3D colored boxes. The original 2D stickers on the
face of a solved cube were arranged in a 3x3 square array. In the 4D
version, the 3D "stickers" are arranged in 3x3x3 cubic "faces". Both
puzzles are solved when all stickers on the same face are the same
color. Both puzzles start in their solved states.
Q5: When running MagicCube4D, only one of the "faces"
is really a cube. Why are the other "faces" distorted?
A: The distortion is due to the perspective projection of the 4D
"faces" into 3D. They are distorted for the same reason that the square
faces of a 3D cube are distorted when projecting them onto a 2D screen
or photograph. In a photograph of a 3D cube, only one of its faces can
be truly square on the image. That is why only one of the eight "faces"
of the 4D Magic Cube cube is truly cubic.
Q6: If there are eight "faces" in a 4D magic cube,
then why do I see only seven when I run MagicCube4D?
A: Notice that you can never see all six faces of a 3D cube at the same
time either. The display in MagicCube4D is similar but different. The
missing eighth "face" is really the one closest to the viewer in 4D,
but the distortion of its projection into 3D turns it completely inside
out. It could still be drawn, but it would overlap most of the other
geometry. The view that MagicCube4D gives you is more analogous to
looking into a box with the lid taken off. The cubic "face" in the
center is the smallest because it's really the one furthest from the
4D viewer, and is therefore analogous to viewing the bottom of an open
3D box.
Q7: I can turn a real cube around so that I can see
the hidden faces, can I do something similar to see the invisible
eighth "face"?
A: Yes. If you hold down the control key and click either mouse button
on any part of a "face", the puzzle will "rotate" in 4D until that
"face" is in the center. That "rotation" will bring the invisible
face into the same position as the one you clicked on. The "face" on
the opposite side of the puzzle will "rotate" out until it turns
inside-out and becomes the invisible "face". This "turning
inside-out" motion is very typical of 4D "rotations". Notice that
control-clicking either mouse button on the central "face" does nothing
because it's already in the center. You can also perform arbitrary 4D
rotations by holding down the Shift key while dragging.
It's important to notice that rotations never affect the state of the
puzzle, they just let you look at the same puzzle from different
angles. So "rotating" a solved puzzle (in 3D or 4D) will always leave
it in its solved position. Only twists will affect the state of the
puzzles.
Q8: So what does it mean to "twist" on a 4D magic cube?
A: People generally think of twists in 3D as turning something about an
axis. It's just a quirk of three dimensions that that makes any sense,
and is no help in the general case. It's better to think about a twist
on the 4D cube as follows: Take the face you want to twist and remove
it from the larger object. Turn it around any way you like without
flipping it over, and then put it back so that it fits exactly like it
did before. On a 3D magic cube, there are therefore only four possible
ways to put the face back on. With a "face" of a 4D cube, it's
like taking a cube out of a box, turning it any which way (but not
turning it inside-out), and putting it back in its box. There are 24
different ways to do this.
Q9: How do you perform a "twist" on a "face" in your
program?
A: Notice that each 3x3x3 "face" can be thought of as 26 little
"stickers" surrounding a 27th one. If you click on any of those outer
"stickers", that whole face spins about the axis that goes through the
center of that "sticker" and the central one. It spins until it's back
in the same orientation that it started in. So if you click on a
sticker which is in the center of one of that "face's" 2D face, it will
take four twists before it is back where it started. Likewise, if you
click on one of the corner "stickers", it will only take three 120
degree twists before it comes all the way around, and if you click on
an edge "sticker", it will only take two 180 degree twists. Using the
left mouse button twists counter-clockwise, and the right button twists
clockwise.
Q10: OK, so clicking a "sticker" on a "face" twists
that face into a new position without changing it, but why do some 3x3
slices of other faces spin or fly onto other faces?
A: That is the scrambling (or unscrambling) effect of twisting a "face"
on a 4D magic cube. Notice that a twist on the original magic cube
doesn't change the state of the stickers on that face, but it does
affect the state of adjacent faces. Notice also that the "faces" and
"stickers" of the puzzle are separated from each other by gaps. In a
real 4D magic cube (if that makes any sense), all the "faces" and
"stickers" would be slammed together. The view we present is simply an
exploded version of the real 4D puzzle so that you can see the internal
state. It is a good idea to imagine how they would slam together,
because adjacent "stickers" on adjacent "faces" are permanently stuck
together just like pairs and triplets of stickers on the original 3D
magic cube are permanently stuck together on the outer 26 plastic parts.
Q11: Why do the resulting twist animations look so
different when performed on one "face" as opposed to another?
A: This is due again to the perspective distortion of the 4D object
into 3D. It's best to practice twisting only on the central "face" for
a while because none of the twists on that face cause any
distortions. Once you know exactly what each click will do on the
central "face", try the following exercise:
The right "sticker" to click on will be the same one that you
clicked on before, but now it's in a new position. You will also need
to click with the other mouse button to make it twist in the opposite
direction. Watch how it animates back into place. After trying this a
few times you will get a good sense of what is happening. It's also
good at
first to only try the 90 degree twists (i.e. clicking only on "sticker"
at the centers of the 2D faces). Another useful exercise is to first
perform a twist on one of the non-central "faces" of a reset puzzle,
then "rotate" that "face" into the center (control-click it), and
finally try to twist it back into the solved state from there.
Q12: Sometimes it twists in ways that I didn't want.
What am I doing wrong?
A: Because there are so many "stickers" packed close together, it is
easy to be a little bit off and to accidentally click a different one
behind the one you expected. It is very important to place the tip
of the mouse pointer exactly on top of the "sticker" you are trying
to hit. Stickers will highlight when the pointer hovers over them which
improves accuracy. It may help to click the "maximize" button on the
window so that it expands to full-screen. If that doesn't help, then go
back to practicing only on the central "face". You can always undo a
move by hitting control-Z, or using the Undo menu item,
or simply by "twisting" on the same "sticker" in the opposite direction.
Q13: How can I twist the middle "slices"?
A: The features involved is called the slice mask. Holding down any
number key 1..N when you click will twist only the slice the specified
number of layers below the one you clicked on. When no number keys are
pressed the number '1' is assumed. I.E. Only the top slice is affected.
For example, holding the '2' key on the 3^4 puzzle will twist only the
middle slice. You can combine number keys which is why we call it a
mask. This feature is essential to solving cubes with edge lengths
greater than three. For example, when working on the 4^4, Holding both
the '2' and '3' key together when clicking twists both middle slices
together as a unit.
Q14: How do I solve the puzzle?
A: You first need to scramble it up, and then perform twists until all
"stickers" of each "face" are the same color. To truly solve the
puzzle, you must first select the "Full" item under the "Scramble"
menu. The first time you try that it will be a shocking mess. It's a
truly difficult job to solve it from a full scramble. If you ever do
succeed, you will be one of a very elite
group of people. You will
almost certainly need to have previously mastered the original magic
cube before you can hope to solve this one. Luckily, all of the skills
you learned for the original puzzle will help you with this one.
Q15: If it's so hard to solve, then why should I even
bother with it?
A: You don't need to ever solve the full puzzle to enjoy it. One fun
game is to choose less than the full scramble and try to twist it back
to the solved state. First master solving it starting from one random
twist. Then work up to two, three, and more. Each higher level that you
actually solve even once makes your skills much more impressive.
Another fun thing is to fully scramble the puzzle, and then use the
Edit->Solve menu item and then watch as the puzzle solves itself.
Finally, it's fun to simply have some experience manipulating a four
dimensional object and it is a nice feeling when you realize that you
understand how to predictably manipulate a 4D object even if you can't
really grok four dimensional space.
Q16: What are the licensing terms for this
software and it's source code?
A: You may share this puzzle with anyone you like for their personal
use. For all commercial purposes including using the program as free
demos to help promote a company, product, or service, you must license
it from us first.
We hope you enjoy MagicCube4D. If you ever do solve the full
puzzle,
then please save and send us your MagicCube4D.log file to
MagicCube4D@Superliminal.com Also, feel free
to send us any comments or suggestions you might have about the
program.
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