--0003255542a6d2712004939b4698
Content-Type: text/plain; charset=ISO-8859-1
Wow Andrey, this is amazing!
I didn't even know a {6,3,3} tessellation was attainable. I glossed
over such possibilities after reading on Wikipedia that there were only 4
hyperbolic honeycombs. But going back now, I see that claim is "constrained
by the existence of the regular polyhedra {p,q},{q,r}". So in this case,
the "regular polyhedron" {p,q} is an infinite hexagonal tiling! (am I
understanding right?) I'm looking forward to studying this more.
I'd also be curious to hear of any new found knowledge about how you
determined allowable coloring sets.
I've only had a few minutes to play with it, but here are a couple quick
comments:
- the sticker size slider isn't working for me, and I wasn't having much
luck trying to edit this setting in the settings file either.
- both of the (b) puzzles crash the program for me, and I have to delete the
settings file to get the program to start again after that.
- I would love it if you could implement the auto-spinning as in MC4D. I so
want to set the thing in motion and watch it for a while to try to
understand the space better. I'm facing the frustrating feeling people must
get when they want more from something I make! Care to open source your
code? :D
Truly Fantastic Andrey!
Roice
On Wed, Oct 27, 2010 at 5:19 AM, Andrey
> Guess what is it ;)
>
>
> http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/452190950/view?picmode=large&mode=tn&order=title&start=1&dir=asc
>
> Program is here:
>
> http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/mht633.zip
>
> It is not complete - Save/Load, animation and macros are not implemented,
> and not tested at all. But there is Help window (for clicks and navigation)
> - on Ctrl-F1 key. For colors editing and highlighting by mask use Ctrl-Right
> click on the sticker.
>
> My first impression - solving is impossible even for small puzzles:)
>
> Good luck )))
>
> Andrey
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
glossed over=A0such possibilities after reading=A0on Wikipedia that there =
were only 4 hyperbolic honeycombs.=A0 But going back now, I see that claim =
is "constrained by the existence of the regular polyhedra {p,q},{q,r}&=
quot;.=A0 So in this case, the "regular polyhedron" {p,q} is an i=
nfinite hexagonal tiling!=A0 (am I understanding right?)=A0 I'm looking=
forward to studying this more.
=A0
I'd also be curious to hear of any new found knowledge about how=
you determined allowable coloring sets.
quick comments:
aving much luck trying to edit this setting in the settings file either.iv>
te the settings file to get=A0the program=A0to start again after that.
=A0 I so want to set the thing in motion and watch it for a while to try to=
understand the space better.=A0 I'm facing the frustrating feeling peo=
ple must get when they want more from something I make!=A0 Care to open sou=
rce your code? :D
=A0
hoo.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">Guess what is it ;)
ef=3D"http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/4=
52190950/view?picmode=3Dlarge&mode=3Dtn&order=3Dtitle&start=3D1=
&dir=3Dasc" target=3D"_blank">http://groups.yahoo.com/group/4D_Cubing/p=
hotos/album/1962624577/pic/452190950/view?picmode=3Dlarge&mode=3Dtn&=
;order=3Dtitle&start=3D1&dir=3Dasc
Program is here:
4D_Cubing/files/MC7D/mht633.zip" target=3D"_blank">http://games.groups.yaho=
o.com/group/4D_Cubing/files/MC7D/mht633.zip
It is not complete -=
Save/Load, animation and macros are not implemented, and not tested at all=
. But there is Help window (for clicks and navigation) - on Ctrl-F1 key. Fo=
r colors editing and highlighting by mask use Ctrl-Right click on the stick=
er.
My first impression - solving is impossible even for small puzzles:)
>
Good luck )))
Andrey
---------------------------=
---------
Yahoo! Groups Links
<*> To visit your group o=
n the web, go to:
=A0 =A0k">http://groups.yahoo.com/group/4D_Cubing/
<*> Your email=
settings:
=A0 =A0Individual Email | Traditional
<*> To cha=
nge settings online go to:
=A0 =A0blank">http://groups.yahoo.com/group/4D_Cubing/join
=A0 =A0(Yahoo! I=
D required)
<*> To change settings via email:
=A0 =A0f=3D"mailto:4D_Cubing-digest@yahoogroups.com">4D_Cubing-digest@yahoogroups.=
com
=A0 =A04D_Cubing-=
fullfeatured@yahoogroups.com
<*> To unsubscribe from this =
group, send an email to:
=A0 =A0yahoogroups.com">4D_Cubing-unsubscribe@yahoogroups.com
<*> Your use of Yahoo! Groups is subject to:
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/info/terms/
--0003255542a6d2712004939b4698--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Wed, 27 Oct 2010 17:56:59 -0000
Subject: Re: [MC4D] MHT633 v0.1 uploaded
Thank you, Roice!
I knew that you'll recognize it quickly (may be even without running the =
progam, just by name :) ). After failing of search of periodic paintings of=
{5,3,4} and {4,3,5} I found the note about "11 H3 honeycombs which have in=
finite (Euclidean) cells and/or vertex figures" and took a better look in t=
hem.=20
It was evident that {6,3,3} and {4,4,3} can be derived from set of orisph=
eres such that each of them tangents infinitely many of others and tangent =
points make {3,6} or {4,4} lattice in the orisphere (that is congruent to E=
uclidean plane). So I took my favorite model (half-space), orisphere z=3D1 =
and tangent points a+b*i or a+b*j (where i^2+1=3D0, j^2-j+1=3D0 when we con=
sider (x,y) plane as C=3D{x+i*y}). For each point there was sphere with cen=
ter (a+b*j,1/2) and radius 1/2. These spheres make first level of the tesse=
lation.
To build next levels I had to describe movements of H3. It was easy: this=
group is equivalent to the group of M=F6bius transformations of C ((a*w+b)=
/(c*w+d)). To preserve the tesselation we should take a,b,c,d from CZ=3DZ[j=
]/(j^2-j+1). So we can show that orispheres may be indexed by "rational" nu=
mbers CQ=3DQ[j]/(j^2-j+1)=3DCZ/CZ.
Periodic colorings of CQ may be derived from colorings of {6,3}. Each of =
them is defined by some ideal IZ=3DZ[x]/{c0,c1*x+c2,x^2-x+1}. If we take fr=
actions a/b "coprime" a,b from IZ and call a1/b1 and a2/b2 equivalent only =
when a1=3Da2*x^k, b1=3Db2*x^k (where x is the element from definition of IZ=
), we'll get coloring of CQ :) Not very easy, and I haven't tried to write =
strict description of all this.
Sticker shrinking is not implemented - now I took fixed coordinates of bl=
ocks' verticies. It's one of more things to do.
(b) puzzles use some reduction of paintings described here. I've not test=
ed them, may be there are some wrong points in the model.
Autorotation and autosliding - may be... Are you sure that it will help m=
ore than moving of the mouse?
Good luck!
Andrey
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> Wow Andrey, this is amazing!
>=20
> I didn't even know a {6,3,3} tessellation was attainable. I glossed
> over such possibilities after reading on Wikipedia that there were only 4
> hyperbolic honeycombs. But going back now, I see that claim is "constrai=
ned
> by the existence of the regular polyhedra {p,q},{q,r}". So in this case,
> the "regular polyhedron" {p,q} is an infinite hexagonal tiling! (am I
> understanding right?) I'm looking forward to studying this more.
>=20
> I'd also be curious to hear of any new found knowledge about how you
> determined allowable coloring sets.
>=20
> I've only had a few minutes to play with it, but here are a couple quick
> comments:
>=20
> - the sticker size slider isn't working for me, and I wasn't having much
> luck trying to edit this setting in the settings file either.
> - both of the (b) puzzles crash the program for me, and I have to delete =
the
> settings file to get the program to start again after that.
> - I would love it if you could implement the auto-spinning as in MC4D. I=
so
> want to set the thing in motion and watch it for a while to try to
> understand the space better. I'm facing the frustrating feeling people m=
ust
> get when they want more from something I make! Care to open source your
> code? :D
>=20
> Truly Fantastic Andrey!
>=20
> Roice
>=20
>=20
> On Wed, Oct 27, 2010 at 5:19 AM, Andrey
>=20
> > Guess what is it ;)
> >
> >
> > http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/452=
190950/view?picmode=3Dlarge&mode=3Dtn&order=3Dtitle&start=3D1&dir=3Dasc
> >
> > Program is here:
> >
> > http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/mht633.zip
> >
> > It is not complete - Save/Load, animation and macros are not implemente=
d,
> > and not tested at all. But there is Help window (for clicks and navigat=
ion)
> > - on Ctrl-F1 key. For colors editing and highlighting by mask use Ctrl-=
Right
> > click on the sticker.
> >
> > My first impression - solving is impossible even for small puzzles:)
> >
> > Good luck )))
> >
> > Andrey
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Wed, 27 Oct 2010 18:09:03 -0000
Subject: Re: [MC4D] MHT633 v0.1 uploaded
Roice,
Funny thing about the projection - that it's not the model! It's real view=
of H3 from inside, central projections of points to the almost planar sens=
or of the small camera. So it was not me who selected the shape and angles =
of infinite polyhedra, it's their real images (unless you use FishEye slide=
r).
I thought that we'll see more of the surface is we'll take a look from la=
rge distance, but it looks like not the case. And I almost know why :)
In the Poincar=E9 models (both half-plane and disk) cells are going by sp=
heres that are tangent to the boundary plane/sphere of the model.=20=20=20
Andrey
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> Andrey,
>=20
> I'm trying to understand how the infinite {6,3} cells appear to wrap arou=
nd
> on themselves. You did a really nice job making them look like convex
> polyhedra...so much so, that when I first looked at the program, I though=
t
> they were dodecahedra!
>=20
> Would you mind describing the projection to Euclidean space you're using?
> Beltrami-Klein model, Poincare disk model, something else? If you showed
> more of the {6,3} cells, would the projection cause these infinite cells =
to
> visually intersect with themselves? (It appears like it would.) More
> generally, I'd like to answer the question of what an entire cell would l=
ook
> like in your projection and in other models. (I think a cell does not li=
ve
> on a hyperbolic plane, so I'm betting a cell would not be a portion of a
> sphere in the Poincare model). Thanks for any insight or references on t=
his
> topic you can provide!
>=20
> Take Care,
> Roice
From: Roice Nelson <roice3@gmail.com>
Date: Wed, 27 Oct 2010 13:56:07 -0500
Subject: Re: [MC4D] MHT633 v0.1 uploaded
--0016e6d96783307c1004939dc7a2
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Thanks for the explanations Andrey! They help a lot, and it's so cool that
the infinite cells are horospheres. Though they are spheres in the Poincar=
e
model after all, at least I was right about them not living in a hyperbolic
plane, on sphere sections orthogonal to the model boundary :)
You have really produced just about the ultimate analogue puzzle in my
opinion. The fact that the "face" shape, the dimension, and the geometry
are all three relaxed makes it such a lovely abstraction. I am quite
excited to study and think about this more, and to actually spend a little
time playing with the puzzle too!
Cheers,
Roice
P.S. No pressure on the autorotation/autosliding of course (though I think
it would be neat). I am able to get a good feel with the mouse alone.
P.P.S. If it was not too difficult, it would be amazing if the puzzle coul=
d
also be viewed in the Poincare model. I'm not sure how easy it would be to
transform the mouse controls, or what other issues might arise. And in any
case, it does feel like the half-space view is the best choice for ease of
working with the puzzle.
On Wed, Oct 27, 2010 at 1:09 PM, Andrey
> Roice,
> Funny thing about the projection - that it's not the model! It's real vi=
ew
> of H3 from inside, central projections of points to the almost planar sen=
sor
> of the small camera. So it was not me who selected the shape and angles o=
f
> infinite polyhedra, it's their real images (unless you use FishEye slider=
).
> I thought that we'll see more of the surface is we'll take a look from
> large distance, but it looks like not the case. And I almost know why :)
> In the Poincar=E9 models (both half-plane and disk) cells are going by
> spheres that are tangent to the boundary plane/sphere of the model.
>
> Andrey
>
>
>
>
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson
> >
> > Andrey,
> >
> > I'm trying to understand how the infinite {6,3} cells appear to wrap
> around
> > on themselves. You did a really nice job making them look like convex
> > polyhedra...so much so, that when I first looked at the program, I
> thought
> > they were dodecahedra!
> >
> > Would you mind describing the projection to Euclidean space you're usin=
g?
> > Beltrami-Klein model, Poincare disk model, something else? If you show=
ed
> > more of the {6,3} cells, would the projection cause these infinite cell=
s
> to
> > visually intersect with themselves? (It appears like it would.) More
> > generally, I'd like to answer the question of what an entire cell would
> look
> > like in your projection and in other models. (I think a cell does not
> live
> > on a hyperbolic plane, so I'm betting a cell would not be a portion of =
a
> > sphere in the Poincare model). Thanks for any insight or references on
> this
> > topic you can provide!
> >
> > Take Care,
> > Roice
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
--0016e6d96783307c1004939dc7a2
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o cool that the infinite cells are horospheres.=A0 Though they are spheres =
in the Poincare model after all, at least I was right about them not living=
in a hyperbolic plane, on sphere sections orthogonal to the model boundary=
=A0:)
n my opinion.=A0 The fact that the "face" shape, the dimension, a=
nd the geometry are all three relaxed makes it such a lovely abstraction.=
=A0 I am quite excited to study and think about this more, and to actually =
spend a little time playing with the puzzle too!
hink it would be neat).=A0 I am able to get a good feel with the mouse alon=
e.
le could also be viewed in the Poincare model.=A0 I'm not sure how easy=
it would be to transform the mouse controls, or what other issues might ar=
ise.=A0 And in any case,=A0it does feel like the half-space view is the bes=
t choice for ease of working with the puzzle.
=A0
hoo.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">Roice,
=A0Funny thing about t=
he projection - that it's not the model! It's real view of H3 from =
inside, central projections of points to the almost planar sensor of the sm=
all camera. So it was not me who selected the shape and angles of infinite =
polyhedra, it's their real images (unless you use FishEye slider).
=A0I thought that we'll see more of the surface is we'll take a loo=
k from large distance, but it looks like not the case. And I almost know wh=
y :)
=A0In the Poincar=E9 models (both half-plane and disk) cells are go=
ing by spheres that are tangent to the boundary plane/sphere of the model.<=
br>
=A0Andrey
--- In :4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com, Roice Nelson <=
;roice3@...> wrote:
>
>
> I'm trying to understand=
how the infinite {6,3} cells appear to wrap around
> on themselves. =
=A0You did a really nice job making them look like convex
> polyhedra=
...so much so, that when I first looked at the program, I thought
> they were dodecahedra!
>
> Would you mind describing the p=
rojection to Euclidean space you're using?
> Beltrami-Klein model=
, Poincare disk model, something else? =A0If you showed
> more of the=
{6,3} cells, would the projection cause these infinite cells to
> visually intersect with themselves? =A0(It appears like it would.) =A0=
More
> generally, I'd like to answer the question of what an enti=
re cell would look
> like in your projection and in other models. =A0=
(I think a cell does not live
> on a hyperbolic plane, so I'm betting a cell would not be a portio=
n of a
> sphere in the Poincare model). =A0Thanks for any insight or =
references on this
> topic you can provide!
>
> Take Care=
,
> Roice
Yahoo! Groups=
Links
<*> To visit your group on the web, go to:
=A0 =A0 href=3D"http://groups.yahoo.com/group/4D_Cubing/" target=3D"_blank">http:/=
/groups.yahoo.com/group/4D_Cubing/
<*> Your email settings:
=A0 =A0Individual Email | Traditional=
<*> To change settings online go to:
=A0 =A0p://groups.yahoo.com/group/4D_Cubing/join" target=3D"_blank">http://groups.=
yahoo.com/group/4D_Cubing/join
=A0 =A0(Yahoo! ID required)
<*> To change settings via email:<=
br>=A0 =A04D_Cubing-dig=
est@yahoogroups.com
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<*> To unsubscribe from this group, send an email to:
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t to:
=A0 =A0http=
://docs.yahoo.com/info/terms/
>
--0016e6d96783307c1004939dc7a2--
From: Roice Nelson <roice3@gmail.com>
Date: Wed, 27 Oct 2010 14:38:57 -0500
Subject: Re: [MC4D] MHT633 v0.1 uploaded
--001636c5ac24558ca904939e6088
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Interesting. That would be definitely be cool, though it might wreak havoc
on my code with special casing. E.g., the function that calculates the
rotation of a face based on the number of sides of the polygon would break
down. I think my simple algorithm to find the coloring pattern might too,
etc. I'll add it to my running list of items to look into though. (I
haven't worked on improving MagicTile as much as I hoped, but I have made
some changes towards supporting tilings of general {p,q} instead of just
{p,3}. Things still need further work though.)
By the way, please disregard the mistake at the end of my last email. When
I wrote "And in any case, it does feel like the half-space view is the best
choice for ease of working with the puzzle." I meant "*the real view you di=
d
* is the best choice...". A half-space model representation would be cool
as well of course, in addition to a Poincare model view :)
seeya,
Roice
On Wed, Oct 27, 2010 at 2:24 PM, Andrey
> Roice,
> by the way, there exists {infinity,3} tiling of the hyperbolic plane ;)
> What about including it in the 2D Magic Tiles program?
>
> Andrey
>
>
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson
> >
> > Thanks for the explanations Andrey! They help a lot, and it's so cool
> that
> > the infinite cells are horospheres. Though they are spheres in the
> Poincare
> > model after all, at least I was right about them not living in a
> hyperbolic
> > plane, on sphere sections orthogonal to the model boundary :)
> >
> > You have really produced just about the ultimate analogue puzzle in my
> > opinion. The fact that the "face" shape, the dimension, and the geomet=
ry
> > are all three relaxed makes it such a lovely abstraction. I am quite
> > excited to study and think about this more, and to actually spend a
> little
> > time playing with the puzzle too!
> >
> > Cheers,
> > Roice
> > P.S. No pressure on the autorotation/autosliding of course (though I
> think
> > it would be neat). I am able to get a good feel with the mouse alone.
> >
> > P.P.S. If it was not too difficult, it would be amazing if the puzzle
> could
> > also be viewed in the Poincare model. I'm not sure how easy it would b=
e
> to
> > transform the mouse controls, or what other issues might arise. And in
> any
> > case, it does feel like the half-space view is the best choice for ease
> of
> > working with the puzzle.
> >
> >
> > On Wed, Oct 27, 2010 at 1:09 PM, Andrey
> >
> > > Roice,
> > > Funny thing about the projection - that it's not the model! It's rea=
l
> view
> > > of H3 from inside, central projections of points to the almost planar
> sensor
> > > of the small camera. So it was not me who selected the shape and angl=
es
> of
> > > infinite polyhedra, it's their real images (unless you use FishEye
> slider).
> > > I thought that we'll see more of the surface is we'll take a look fr=
om
> > > large distance, but it looks like not the case. And I almost know why
> :)
> > > In the Poincar=E9 models (both half-plane and disk) cells are going =
by
> > > spheres that are tangent to the boundary plane/sphere of the model.
> > >
> > > Andrey
> > >
> > >
> > >
> > >
> > > --- In 4D_Cubing@yahoogroups.com, Roice Nelson
> > > >
> > > > Andrey,
> > > >
> > > > I'm trying to understand how the infinite {6,3} cells appear to wra=
p
> > > around
> > > > on themselves. You did a really nice job making them look like
> convex
> > > > polyhedra...so much so, that when I first looked at the program, I
> > > thought
> > > > they were dodecahedra!
> > > >
> > > > Would you mind describing the projection to Euclidean space you're
> using?
> > > > Beltrami-Klein model, Poincare disk model, something else? If you
> showed
> > > > more of the {6,3} cells, would the projection cause these infinite
> cells
> > > to
> > > > visually intersect with themselves? (It appears like it would.)
> More
> > > > generally, I'd like to answer the question of what an entire cell
> would
> > > look
> > > > like in your projection and in other models. (I think a cell does
> not
> > > live
> > > > on a hyperbolic plane, so I'm betting a cell would not be a portion
> of a
> > > > sphere in the Poincare model). Thanks for any insight or reference=
s
> on
> > > this
> > > > topic you can provide!
> > > >
> > > > Take Care,
> > > > Roice
> > >
> > >
> > >
> > >
> > > ------------------------------------
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> >
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
--001636c5ac24558ca904939e6088
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
k havoc on my code with special casing.=A0 E.g., the function that calculat=
es the rotation of a face based on the number of sides of the polygon would=
break down.=A0 I think my simple algorithm to find the coloring pattern mi=
ght too, etc.=A0 I'll add it to my running list of items to look into t=
hough.=A0 (I haven't worked on improving MagicTile as much as I hoped, =
but I have made some changes towards supporting tilings of general {p,q} in=
stead of just {p,3}.=A0 Things still need further work though.)
=A0 When I wrote "And in any case, it does feel like the half-space vi=
ew is the best choice for ease of working with the puzzle." I meant &q=
uot;the real view you did is the best choice...".=A0 A half-s=
pace model=A0representation would be cool as well of course, in addition to=
a Poincare model view :)
=A0
hoo.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">Roice,
=A0by the way, there e=
xists {infinity,3} tiling of the hyperbolic plane ;) What about including i=
t in the 2D Magic Tiles program?
ot, and it's so cool that
> the infinite cells are horospheres. =
=A0Though they are spheres in the Poincare
> model after all, at leas=
t I was right about them not living in a hyperbolic
> plane, on sphere sections orthogonal to the model boundary :)
><=
br>> You have really produced just about the ultimate analogue puzzle in=
my
> opinion. =A0The fact that the "face" shape, the dimen=
sion, and the geometry
> are all three relaxed makes it such a lovely abstraction. =A0I am quit=
e
> excited to study and think about this more, and to actually spend=
a little
> time playing with the puzzle too!
>
> Cheers,=
> Roice
> P.S. No pressure on the autorotation/autosliding of cour=
se (though I think
> it would be neat). =A0I am able to get a good fe=
el with the mouse alone.
>
> P.P.S. =A0If it was not too diffic=
ult, it would be amazing if the puzzle could
> also be viewed in the Poincare model. =A0I'm not sure how easy it =
would be to
> transform the mouse controls, or what other issues migh=
t arise. =A0And in any
> case, it does feel like the half-space view =
is the best choice for ease of
> working with the puzzle.
>
>
trelin@...> wrote:
>
> > Roice,
> > =A0Funny thi=
ng about the projection - that it's not the model! It's real viewr>
> > of H3 from inside, central projections of points to the almost pl=
anar sensor
> > of the small camera. So it was not me who selected=
the shape and angles of
> > infinite polyhedra, it's their re=
al images (unless you use FishEye slider).
> > =A0I thought that we'll see more of the surface is we'll =
take a look from
> > large distance, but it looks like not the cas=
e. And I almost know why :)
> > =A0In the Poincar=E9 models (both =
half-plane and disk) cells are going by
> > spheres that are tangent to the boundary plane/sphere of the mode=
l.
> >
> > =A0Andrey
> >
> >
> &g=
t;
> >
> > --- In .com">4D_Cubing@yahoogroups.com, Roice Nelson <roice3@> wrote:
>
> > >
> > > Andrey,
> > >
> > >=
; I'm trying to understand how the infinite {6,3} cells appear to wrap<=
br>> > around
> > > on themselves. =A0You did a really ni=
ce job making them look like convex
> > > polyhedra...so much so, that when I first looked at the prog=
ram, I
> > thought
> > > they were dodecahedra!
>=
; > >
> > > Would you mind describing the projection to E=
uclidean space you're using?
> > > Beltrami-Klein model, Poincare disk model, something else? =
=A0If you showed
> > > more of the {6,3} cells, would the proje=
ction cause these infinite cells
> > to
> > > visually=
intersect with themselves? =A0(It appears like it would.) =A0More
> > > generally, I'd like to answer the question of what an en=
tire cell would
> > look
> > > like in your projection=
and in other models. =A0(I think a cell does not
> > live
>=
> > on a hyperbolic plane, so I'm betting a cell would not be a =
portion of a
> > > sphere in the Poincare model). =A0Thanks for any insight or =
references on
> > this
> > > topic you can provide!
>> > >
> > > Take Care,
> > > Roice
>=
; >
> >
> >
> >
> > =A0-----------------------=
-------------
> >
> > Yahoo! Groups Links
> >
>> >
> >
> >
>
-----------=
-------------------------
Yahoo! Groups Links
<*> To visit your group on the web, go=
to:
=A0 =A0=3D"_blank">http://groups.yahoo.com/group/4D_Cubing/
<*> Y=
our email settings:
=A0 =A0Individual Email | Traditional
<*> To change settings o=
nline go to:
=A0 =A0oin" target=3D"_blank">http://groups.yahoo.com/group/4D_Cubing/join
=
=A0 =A0(Yahoo! ID required)
<*> To change settings via email:
=A0 =A0Cubing-digest@yahoogroups.com">4D_Cubing-digest@yahoogroups.com
=A0 =
=A04D_Cubing-full=
featured@yahoogroups.com
<*> To unsubscribe from this group, send an email to:
=A0 =A0<=
a href=3D"mailto:4D_Cubing-unsubscribe@yahoogroups.com">4D_Cubing-unsubscri=
be@yahoogroups.com
<*> Your use of Yahoo! Groups is subjec=
t to:
=A0 =A0http=
://docs.yahoo.com/info/terms/
>
--001636c5ac24558ca904939e6088--
From: Melinda Green <melinda@superliminal.com>
Date: Wed, 27 Oct 2010 14:49:47 -0700
Subject: Re: [MC4D] MHT633 v0.1 uploaded
--------------080505060308090606050309
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Content-Transfer-Encoding: quoted-printable
Andrey,
This is quite amazing, of course. I'm starting to get used to regular=20
miracles from you. :-)
It doesn't look so large to imagine that someone wouldn't solve it=20
fairly soon after it is feature-complete and debugged. Or maybe I'm just=20
just not seeing much of it? How many unique faces does it have?
For those who are reluctant to download and run it, I've uploaded a=20
couple of screen-shots to the MC4D image gallery=20
.=20
The last image is very cool. I find it slightly frustrating that I can't=20
rotate the 3D view to see the faces on the other side of the {6,3}=20
tiling. Implementing sticker-shrink would definitely help.
Here are my UI suggestions:
* Make the normal left drag perform simple 3D rotation of the
projection.
* Make shift-left drag do the 4D rotation that you currently do with
normal left drag.
* Make alt-left drag do the panning that you currently do with
shift-left drag.
The first two changes would maintain compatibility with the MC4D UI.=20
MC4D has no equivalent to your panning.
Like Roice, I would like to see an autorotation option. I don't think it=20
would be terribly useful but it would definitely look cool.
Great stuff, Andrey! I strongly encourage everyone to check it out.
-Melinda
On 10/27/2010 10:56 AM, Andrey wrote:
> Thank you, Roice!
> I knew that you'll recognize it quickly (may be even without running t=
he progam, just by name :) ). After failing of search of periodic paintings=
of {5,3,4} and {4,3,5} I found the note about "11 H3 honeycombs which have=
infinite (Euclidean) cells and/or vertex figures" and took a better look i=
n them.
> It was evident that {6,3,3} and {4,4,3} can be derived from set of ori=
spheres such that each of them tangents infinitely many of others and tange=
nt points make {3,6} or {4,4} lattice in the orisphere (that is congruent t=
o Euclidean plane). So I took my favorite model (half-space), orisphere z=
=3D1 and tangent points a+b*i or a+b*j (where i^2+1=3D0, j^2-j+1=3D0 when w=
e consider (x,y) plane as C=3D{x+i*y}). For each point there was sphere wit=
h center (a+b*j,1/2) and radius 1/2. These spheres make first level of the =
tesselation.
> To build next levels I had to describe movements of H3. It was easy: t=
his group is equivalent to the group of M=F6bius transformations of C ((a*w=
+b)/(c*w+d)). To preserve the tesselation we should take a,b,c,d from CZ=3D=
Z[j]/(j^2-j+1). So we can show that orispheres may be indexed by "rational"=
numbers CQ=3DQ[j]/(j^2-j+1)=3DCZ/CZ.
> Periodic colorings of CQ may be derived from colorings of {6,3}. Each =
of them is defined by some ideal IZ=3DZ[x]/{c0,c1*x+c2,x^2-x+1}. If we take=
fractions a/b "coprime" a,b from IZ and call a1/b1 and a2/b2 equivalent on=
ly when a1=3Da2*x^k, b1=3Db2*x^k (where x is the element from definition of=
IZ), we'll get coloring of CQ :) Not very easy, and I haven't tried to wri=
te strict description of all this.
>
> Sticker shrinking is not implemented - now I took fixed coordinates of=
blocks' verticies. It's one of more things to do.
> (b) puzzles use some reduction of paintings described here. I've not t=
ested them, may be there are some wrong points in the model.
> Autorotation and autosliding - may be... Are you sure that it will hel=
p more than moving of the mouse?
>
> Good luck!
>
> Andrey
>
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson
>> Wow Andrey, this is amazing!
>>
>> I didn't even know a {6,3,3} tessellation was attainable. I glossed
>> over such possibilities after reading on Wikipedia that there were only =
4
>> hyperbolic honeycombs. But going back now, I see that claim is "constra=
ined
>> by the existence of the regular polyhedra {p,q},{q,r}". So in this case=
,
>> the "regular polyhedron" {p,q} is an infinite hexagonal tiling! (am I
>> understanding right?) I'm looking forward to studying this more.
>>
>> I'd also be curious to hear of any new found knowledge about how you
>> determined allowable coloring sets.
>>
>> I've only had a few minutes to play with it, but here are a couple quick
>> comments:
>>
>> - the sticker size slider isn't working for me, and I wasn't having much
>> luck trying to edit this setting in the settings file either.
>> - both of the (b) puzzles crash the program for me, and I have to delete=
the
>> settings file to get the program to start again after that.
>> - I would love it if you could implement the auto-spinning as in MC4D. =
I so
>> want to set the thing in motion and watch it for a while to try to
>> understand the space better. I'm facing the frustrating feeling people =
must
>> get when they want more from something I make! Care to open source your
>> code? :D
>>
>> Truly Fantastic Andrey!
>>
>> Roice
>>
>>
>> On Wed, Oct 27, 2010 at 5:19 AM, Andrey
>>
>>> Guess what is it ;)
>>>
>>>
>>> http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/452=
190950/view?picmode=3Dlarge&mode=3Dtn&order=3Dtitle&start=3D1&dir=3Dasc
>>>
>>> Program is here:
>>>
>>> http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/mht633.zip
>>>
>>> It is not complete - Save/Load, animation and macros are not implemente=
d,
>>> and not tested at all. But there is Help window (for clicks and navigat=
ion)
>>> - on Ctrl-F1 key. For colors editing and highlighting by mask use Ctrl-=
Right
>>> click on the sticker.
>>>
>>> My first impression - solving is impossible even for small puzzles:)
>>>
>>> Good luck )))
>>>
>>> Andrey
>>>
>>>
>>>
>>> ------------------------------------
>>>
>>> Yahoo! Groups Links
>>>
>>>
>>>
>>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
--------------080505060308090606050309
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
Andrey,
This is quite amazing, of course. I'm starting to get used to
regular miracles from you. :-)
It doesn't look so large to imagine that someone wouldn't solve it
fairly soon after it is feature-complete and debugged. Or maybe I'm
just just not seeing much of it? How many unique faces does it have?
For those who are reluctant to download and run it, I've uploaded a
couple of screen-shots to the MC4D href="http://wiki.superliminal.com/wiki/Image_gallery#MagicCube4D_Image_Gallery">image
gallery. The last image is very cool. I find it slightly
frustrating that I can't rotate the 3D view to see the faces on the
other side of the {6,3} tiling. Implementing sticker-shrink would
definitely help.
Here are my UI suggestions:
projection.
with normal left drag.
shift-left drag.
The first two changes would maintain compatibility with the MC4D UI.
MC4D has no equivalent to your panning.
Like Roice, I would like to see an autorotation option. I don't
think it would be terribly useful but it would definitely look cool.
Great stuff, Andrey! I strongly encourage everyone to check it out.
-Melinda
On 10/27/2010 10:56 AM, Andrey wrote:
Thank you, Roice!
I knew that you'll recognize it quickly (may be even without running the progam, just by name :) ). After failing of search of periodic paintings of {5,3,4} and {4,3,5} I found the note about "11 H3 honeycombs which have infinite (Euclidean) cells and/or vertex figures" and took a better look in them.
It was evident that {6,3,3} and {4,4,3} can be derived from set of orispheres such that each of them tangents infinitely many of others and tangent points make {3,6} or {4,4} lattice in the orisphere (that is congruent to Euclidean plane). So I took my favorite model (half-space), orisphere z=1 and tangent points a+b*i or a+b*j (where i^2+1=0, j^2-j+1=0 when we consider (x,y) plane as C={x+i*y}). For each point there was sphere with center (a+b*j,1/2) and radius 1/2. These spheres make first level of the tesselation.
To build next levels I had to describe movements of H3. It was easy: this group is equivalent to the group of Möbius transformations of C ((a*w+b)/(c*w+d)). To preserve the tesselation we should take a,b,c,d from CZ=Z[j]/(j^2-j+1). So we can show that orispheres may be indexed by "rational" numbers CQ=Q[j]/(j^2-j+1)=CZ/CZ.
Periodic colorings of CQ may be derived from colorings of {6,3}. Each of them is defined by some ideal IZ=Z[x]/{c0,c1*x+c2,x^2-x+1}. If we take fractions a/b "coprime" a,b from IZ and call a1/b1 and a2/b2 equivalent only when a1=a2*x^k, b1=b2*x^k (where x is the element from definition of IZ), we'll get coloring of CQ :) Not very easy, and I haven't tried to write strict description of all this.
Sticker shrinking is not implemented - now I took fixed coordinates of blocks' verticies. It's one of more things to do.
(b) puzzles use some reduction of paintings described here. I've not tested them, may be there are some wrong points in the model.
Autorotation and autosliding - may be... Are you sure that it will help more than moving of the mouse?
Good luck!
Andrey
--- In 4D_Cubing@yahoogroups.com, Roice Nelson <roice3@...> wrote:
Wow Andrey, this is amazing!
I didn't even know a {6,3,3} tessellation was attainable. I glossed
over such possibilities after reading on Wikipedia that there were only 4
hyperbolic honeycombs. But going back now, I see that claim is "constrained
by the existence of the regular polyhedra {p,q},{q,r}". So in this case,
the "regular polyhedron" {p,q} is an infinite hexagonal tiling! (am I
understanding right?) I'm looking forward to studying this more.
I'd also be curious to hear of any new found knowledge about how you
determined allowable coloring sets.
I've only had a few minutes to play with it, but here are a couple quick
comments:
- the sticker size slider isn't working for me, and I wasn't having much
luck trying to edit this setting in the settings file either.
- both of the (b) puzzles crash the program for me, and I have to delete the
settings file to get the program to start again after that.
- I would love it if you could implement the auto-spinning as in MC4D. I so
want to set the thing in motion and watch it for a while to try to
understand the space better. I'm facing the frustrating feeling people must
get when they want more from something I make! Care to open source your
code? :D
Truly Fantastic Andrey!
Roice
On Wed, Oct 27, 2010 at 5:19 AM, Andrey <andreyastrelin@...> wrote:
Guess what is it ;)
http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/452190950/view?picmode=large&mode=tn&order=title&start=1&dir=asc
Program is here:
http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/mht633.zip
It is not complete - Save/Load, animation and macros are not implemented,
and not tested at all. But there is Help window (for clicks and navigation)
- on Ctrl-F1 key. For colors editing and highlighting by mask use Ctrl-Right
click on the sticker.
My first impression - solving is impossible even for small puzzles:)
Good luck )))
Andrey
------------------------------------
Yahoo! Groups Links
------------------------------------
Yahoo! Groups Links
<*> To visit your group on the web, go to:
http://groups.yahoo.com/group/4D_Cubing/
<*> Your email settings:
Individual Email | Traditional
<*> To change settings online go to:
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--------------080505060308090606050309--
From: "Matthew" <damienturtle@hotmail.co.uk>
Date: Wed, 27 Oct 2010 22:56:11 -0000
Subject: Re: [MC4D] MHT633 v0.1 uploaded
I really wish I wasn't just a second year maths student and knew more geome=
try, unfortunately a lot of that went over my head (I'll understand it one =
day). I can still mess around with it and get a feel of how it works thoug=
h, even if I don't know much of the theory behind it. One question I do ha=
ve, how many hexagons per cell? I'm curious but I find it pretty hard to c=
ount them manually.
Another first step towards a masterpiece Andrey, and probably the craziest =
puzzle we have yet seen, so well done as usual :).
Matt
--- In 4D_Cubing@yahoogroups.com, "Andrey"
>
> Thank you, Roice!
> I knew that you'll recognize it quickly (may be even without running th=
e progam, just by name :) ). After failing of search of periodic paintings =
of {5,3,4} and {4,3,5} I found the note about "11 H3 honeycombs which have =
infinite (Euclidean) cells and/or vertex figures" and took a better look in=
them.=20
> It was evident that {6,3,3} and {4,4,3} can be derived from set of oris=
pheres such that each of them tangents infinitely many of others and tangen=
t points make {3,6} or {4,4} lattice in the orisphere (that is congruent to=
Euclidean plane). So I took my favorite model (half-space), orisphere z=3D=
1 and tangent points a+b*i or a+b*j (where i^2+1=3D0, j^2-j+1=3D0 when we c=
onsider (x,y) plane as C=3D{x+i*y}). For each point there was sphere with c=
enter (a+b*j,1/2) and radius 1/2. These spheres make first level of the tes=
selation.
> To build next levels I had to describe movements of H3. It was easy: th=
is group is equivalent to the group of M=F6bius transformations of C ((a*w+=
b)/(c*w+d)). To preserve the tesselation we should take a,b,c,d from CZ=3DZ=
[j]/(j^2-j+1). So we can show that orispheres may be indexed by "rational" =
numbers CQ=3DQ[j]/(j^2-j+1)=3DCZ/CZ.
> Periodic colorings of CQ may be derived from colorings of {6,3}. Each o=
f them is defined by some ideal IZ=3DZ[x]/{c0,c1*x+c2,x^2-x+1}. If we take =
fractions a/b "coprime" a,b from IZ and call a1/b1 and a2/b2 equivalent onl=
y when a1=3Da2*x^k, b1=3Db2*x^k (where x is the element from definition of =
IZ), we'll get coloring of CQ :) Not very easy, and I haven't tried to writ=
e strict description of all this.
>=20
> Sticker shrinking is not implemented - now I took fixed coordinates of =
blocks' verticies. It's one of more things to do.
> (b) puzzles use some reduction of paintings described here. I've not te=
sted them, may be there are some wrong points in the model.
> Autorotation and autosliding - may be... Are you sure that it will help=
more than moving of the mouse?
>=20
> Good luck!
>=20
> Andrey
>=20
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson
> >
> > Wow Andrey, this is amazing!
> >=20
> > I didn't even know a {6,3,3} tessellation was attainable. I glossed
> > over such possibilities after reading on Wikipedia that there were only=
4
> > hyperbolic honeycombs. But going back now, I see that claim is "constr=
ained
> > by the existence of the regular polyhedra {p,q},{q,r}". So in this cas=
e,
> > the "regular polyhedron" {p,q} is an infinite hexagonal tiling! (am I
> > understanding right?) I'm looking forward to studying this more.
> >=20
> > I'd also be curious to hear of any new found knowledge about how you
> > determined allowable coloring sets.
> >=20
> > I've only had a few minutes to play with it, but here are a couple quic=
k
> > comments:
> >=20
> > - the sticker size slider isn't working for me, and I wasn't having muc=
h
> > luck trying to edit this setting in the settings file either.
> > - both of the (b) puzzles crash the program for me, and I have to delet=
e the
> > settings file to get the program to start again after that.
> > - I would love it if you could implement the auto-spinning as in MC4D. =
I so
> > want to set the thing in motion and watch it for a while to try to
> > understand the space better. I'm facing the frustrating feeling people=
must
> > get when they want more from something I make! Care to open source you=
r
> > code? :D
> >=20
> > Truly Fantastic Andrey!
> >=20
> > Roice
> >=20
> >=20
> > On Wed, Oct 27, 2010 at 5:19 AM, Andrey
> >=20
> > > Guess what is it ;)
> > >
> > >
> > > http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/4=
52190950/view?picmode=3Dlarge&mode=3Dtn&order=3Dtitle&start=3D1&dir=3Dasc
> > >
> > > Program is here:
> > >
> > > http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/mht633.zip
> > >
> > > It is not complete - Save/Load, animation and macros are not implemen=
ted,
> > > and not tested at all. But there is Help window (for clicks and navig=
ation)
> > > - on Ctrl-F1 key. For colors editing and highlighting by mask use Ctr=
l-Right
> > > click on the sticker.
> > >
> > > My first impression - solving is impossible even for small puzzles:)
> > >
> > > Good luck )))
> > >
> > > Andrey
> > >
> > >
> > >
> > > ------------------------------------
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> >
>
From: Roice Nelson <roice3@gmail.com>
Date: Wed, 27 Oct 2010 21:57:25 -0500
Subject: Re: [MC4D] MHT633 v0.1 uploaded
--0016e6d9678376e4c20493a480ce
Content-Type: text/plain; charset=ISO-8859-1
I can field a few of the questions :)
@Melinda
> It doesn't look so large to imagine that someone wouldn't solve it fairly
> soon after it is feature-complete and debugged. Or maybe I'm just just not
> seeing much of it? How many unique faces does it have?
It's very much like MagicTile, in that the {6,3,3} tessellation has an
infinite number of cells. So Andrey used the same approach of identifying
certain cells with each other. Hence, the number of unique faces is simply
the number of colors selected from the puzzle menu. The 8 color version
does seem like it should be quite tractable from a number-of-pieces
perspective, though perhaps still terribly difficult.
I'll be interested in ensuing discussion about Melinda's thoughts on
movement controls. I have some thoughts floating around as well, but they
aren't well formed yet.
@Matt
> One question I do have, how many hexagons per cell? I'm curious but I find
> it pretty hard to count them manually.
Not only are there an infinite number of cells in this tessellation, but
every one of these cells has an infinite number of hexagons! (The
identification of cells mentioned above also serves to turn this aspect of
the puzzle into a manageable finite situation.) The cells are a {6,3}
tiling, the same as you'd see on a bathroom floor, only going on forever.
This tiling is curved when living in hyperbolic space though, and the
result is that the view from within hyperbolic space is such that only a
small number of the hexagonal facets can be seen - the rest curve out of
view. With sticker shrink, I suppose it would be possible to display a much
larger number of the facets, since that allows one to see somewhat through
the cell.
Hope that's helpful and not too much rambling...
aside: Andrey, I think some user control over the amount of culling could
be another nice feature of this puzzle. Also, I think there may be a
problem in that the culling doesn't always recalculate after drags
(seemingly never after left-click ones), nor when a new puzzle is opened.
It seems to recalculate after the first tiny left-drag on a newly opened
puzzle, and I'm happy to send detailed repro steps offline if needed. I'm
questioning if the second image Melinda posted on the wiki is a culling
state you want to allow the user to get into - seems like the user should
always see a view more like the first image she posted.
Take Care,
Roice
--0016e6d9678376e4c20493a480ce
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r:rgb(204, 204, 204);border-left-style:solid;padding-left:1ex">
It doesn't look so large to imagine that someone wouldn't solve it =
fairly soon after it is feature-complete and debugged. Or maybe I'm jus=
t just not seeing much of it? How many unique faces does it have?te>
tessellation has an infinite number of cells. =A0So Andrey used the same ap=
proach of identifying certain cells with each other. =A0Hence, the number o=
f unique faces is simply the number of colors selected from the puzzle menu=
. =A0The 8 color version does seem like it should be quite tractable from a=
number-of-pieces perspective, though perhaps still terribly difficult.v>
nda's thoughts on movement controls. =A0I have some thoughts floating a=
round as well, but they aren't well formed yet.argin-right:0px;margin-bottom:0px;margin-left:0.8ex;border-left-width:1px;b=
order-left-color:rgb(204, 204, 204);border-left-style:solid;padding-left:1e=
x">
One question I do have, how many hexagons per cell? =A0I'm curious but =
I find it pretty hard to count them manually.
Not only=
are there an infinite number of cells in this tessellation, but every one =
of these cells has an infinite number of hexagons! =A0(The identification o=
f cells mentioned above also serves to turn this aspect of the puzzle into =
a manageable finite situation.) =A0The cells are a {6,3} tiling, the same a=
s you'd see on a bathroom floor, only going on forever. =A0This tiling =
is curved when living in hyperbolic space though, and the result is that th=
e view from within hyperbolic space is such that only a small number of the=
hexagonal facets can be seen - the rest curve out of view. =A0With sticker=
shrink, I suppose it would be possible to display a much larger number of =
the facets, since that allows one to see somewhat through the cell. =A0v>
..
ol over the amount of culling could be another nice feature of this puzzle.=
=A0Also, I think there may be a problem in that the culling doesn't al=
ways recalculate after drags (seemingly never after left-click ones), nor w=
hen a new puzzle is opened. =A0It seems to recalculate after the first tiny=
left-drag on a newly opened puzzle, and I'm happy to send detailed rep=
ro steps offline if needed. =A0I'm questioning if the second image Meli=
nda posted on the wiki is a culling state you want to allow the user to get=
into - seems like the user should always see a view more like the first im=
age she posted.
--0016e6d9678376e4c20493a480ce--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Thu, 28 Oct 2010 05:21:40 -0000
Subject: Re: MHT633 v0.1 uploaded
Melinda,
Yes, some puzzles are not very large. 8 Color version has 28 2C pieces, 5=
6 - 3C and 28 - 4C, that is close to 3^4 cube. Problem is in the high conne=
ctivity of the model: every two faces of 8Color have common 2C piece! The s=
ame is true for 32 Colors (b) (but that puzzle has about 2000 pieces, like =
3^7 or 120-cell).=20
You can see other sides of each cell if you ctrl-click some its point (an=
d it jumps to the center of the screen) and then use left-drag to fly aroun=
d this point. But you always will see only a part of the surface. And there=
is no "3D projection" of hyperbolic space! Yes, I had to calculate some vi=
rtual Cartesian coordinates (depending on the camera position) to upload th=
e model in DirectX, but with only one reason - to use 3d viewer features (l=
ike z-buffer and lighting computations).
For navigation controls I'll say that now they are almost the same as in =
MC4D. Your center of projection has the same role as my camera=20
"point of view". It is some point of 4D-sphere/H3 space, it's always shown =
in the center of the screen, and left-dragging rotates camera=20
around this center keeping the distance to it. Right-dragging(up/down) move=
s camera and center along the direction of view. Shift-left-dragging keeps =
camera in place but turns it so that center moves to another point of space=
(it's funny that I didn't know about this feature of MC4D until today - bu=
t yes, it's there and it's the same as in MHT). So I don't see reasons to =
change these controls :) Three different "zoomings" in MHT may lead to some=
confusion - you may move close to center (and objects that were on sides o=
f camera will appear behind it), you may narrow view angle (in this case ob=
jects=20
on the side will remain on the side and you'll see them sometimes when rota=
te camera around POV) and you may play with FishEye slider - in combination=
with wide angle you will see objects on the back side of you :)
Matthew,
I think that understanding of this geometry for second year maths student=
is not more more difficult than for PhD specialist in Computer Algebra. Hy=
perbolic geometry never was in my field of research, and half of the math f=
or this puzzle I've developed from the scratch during my vacation at Madeir=
a (and first pictures with coloring of {6,3} tilings were washed by the tid=
al wave).=20
As Roice said, each cell is infinite. But is has periodic coloring, and n=
umbers of _different_ 2C stickers in one face are the folloing:
8 Colors - 7 stickers
12 Colors - 9 stickers
20 Colors (a) - 16 stickers
20 Colors (b) - 12 stickers
28 Colors - 13 stickers
32 Colors (a) - 21 stickers
32 Colors (b) - 31 stickers
Roice,
Now I show all stickers inside the fixed distance from some point: for ve=
rsion 0.11 this distance is 2.4 (where 1 is the distance between centers of=
2C) - and there are 4750 stickers arranged in 80 faces in this ball. In th=
e next version I'll increase ball radius to 2.9 (that'll give 12400 sticker=
s in 224 faces). I thought about the explicit control of this radius (with =
some fixed positions), but it's not so easy.
To select position of the ball center use "Area center" slider. On the le=
ft side it makes the area centered in the camera position (it's good for st=
rong FishEye view and for frequent shift-left-drag movement) and on the rig=
ht side area is centered at the point of view (=3Drotation center). If you =
have slider in this position, area will not be recalculatied during left-dr=
ag rotations, because center remains the same.
I know about error of new puzzle start - it can be fixed with one line of=
code when I'll find the proper place for it )))
Second image is the view from inside of the cell. Of cource there you are=
inside of the central sticker, but from inside it's transparent, so you do=
n't see its faces. I say - why not? It's the only position from where you c=
an see all stickers of the cell (but they hide the rest of space :( ) And y=
ou can see that face is really infinite :)
And don't wait much from sticker shirinking: you will see more of 1C, but=
I'm not sure about stickers on the back side. And probably view with small=
stickers will be a little nonrealistic...
Good luck!
Andrey
From: Melinda Green <melinda@superliminal.com>
Date: Wed, 27 Oct 2010 22:45:16 -0700
Subject: Re: [MC4D] MHT633 v0.1 uploaded
--------------000006070403000602000505
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Content-Transfer-Encoding: 7bit
On 10/27/2010 7:57 PM, Roice Nelson wrote:
>
>
> I can field a few of the questions :)
>
> @Melinda
>
> It doesn't look so large to imagine that someone wouldn't solve it
> fairly soon after it is feature-complete and debugged. Or maybe
> I'm just just not seeing much of it? How many unique faces does it
> have?
>
>
> It's very much like MagicTile, in that the {6,3,3} tessellation has an
> infinite number of cells. So Andrey used the same approach of
> identifying certain cells with each other. Hence, the number of
> unique faces is simply the number of colors selected from the puzzle
> menu. The 8 color version does seem like it should be quite tractable
> from a number-of-pieces perspective, though perhaps still terribly
> difficult.
Thanks Roice; that's very helpful. Unique cells = number of colors. Of
course! I don't know what I was thinking. I guess it's just a surprising
object that I lost all my familiar landmarks and got lost in the
magnificence of this amazing object that I never even knew existed. BTW,
I saw Don just now and showed this to him and he was delighted. He
definitely wants to work together to create the ultimate slicing engine,
similar to GelatinBrain, possibly even in all dimensions. Just the same
old problem of too many things to do.
>
> I'll be interested in ensuing discussion about Melinda's thoughts on
> movement controls. I have some thoughts floating around as well, but
> they aren't well formed yet.
I only have clear preferences regarding the left-mouse button. I like
what Andrey did with the right-mouse and would be happy to standardize
on whatever the rest of you think.
>
> @Matt
>
> One question I do have, how many hexagons per cell? I'm curious
> but I find it pretty hard to count them manually.
>
>
> Not only are there an infinite number of cells in this tessellation,
> but every one of these cells has an infinite number of hexagons! (The
> identification of cells mentioned above also serves to turn this
> aspect of the puzzle into a manageable finite situation.) The cells
> are a {6,3} tiling, the same as you'd see on a bathroom floor, only
> going on forever. This tiling is curved when living in hyperbolic
> space though, and the result is that the view from within hyperbolic
> space is such that only a small number of the hexagonal facets can be
> seen - the rest curve out of view. With sticker shrink, I suppose it
> would be possible to display a much larger number of the facets, since
> that allows one to see somewhat through the cell.
Now that was *not* obvious to me, but very cool. Now I think I get it.
For others struggling with the hyperbolic views and tesselations
including infinite-sided polygons, here is Don's wonderful page on the
subject in 2D: http://www.plunk.org/~hatch/HyperbolicTesselations/. what
I still don't have a feeling for is how these multiple "bathroom
tilings" connect to each other. It sure looks like magic to me. I
understand from Andrey that that connectivity is tightly interconnected,
and that's why he feels this will be very difficult to solve. It really
is quite the object!
>
> Hope that's helpful and not too much rambling...
Never. I hope that everyone knows to that it's just as OK to ramble as
it is to simply delete messages or threads that don't interest them.
>
> aside: Andrey, I think some user control over the amount of culling
> could be another nice feature of this puzzle. Also, I think there may
> be a problem in that the culling doesn't always recalculate after
> drags (seemingly never after left-click ones), nor when a new puzzle
> is opened. It seems to recalculate after the first tiny left-drag on
> a newly opened puzzle, and I'm happy to send detailed repro steps
> offline if needed. I'm questioning if the second image Melinda posted
> on the wiki is a culling state you want to allow the user to get into
> - seems like the user should always see a view more like the first
> image she posted.
I like the second view though I totally agree that a slider to control
the number of repeat units would be killer.
-Melinda
--------------000006070403000602000505
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
On 10/27/2010 7:57 PM, Roice Nelson wrote:
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
@Melinda
It doesn't look so large to imagine that someone wouldn't
solve it fairly soon after it is feature-complete and
debugged. Or maybe I'm just just not seeing much of it? How
many unique faces does it have?
tessellation has an infinite number of cells. So Andrey used
the same approach of identifying certain cells with each
other. Hence, the number of unique faces is simply the number
of colors selected from the puzzle menu. The 8 color version
does seem like it should be quite tractable from a
number-of-pieces perspective, though perhaps still terribly
difficult.
Thanks Roice; that's very helpful. Unique cells = number of colors.
Of course! I don't know what I was thinking. I guess it's just a
surprising object that I lost all my familiar landmarks and got lost
in the magnificence of this amazing object that I never even knew
existed. BTW, I saw Don just now and showed this to him and he was
delighted. He definitely wants to work together to create the
ultimate slicing engine, similar to GelatinBrain, possibly even in
all dimensions. Just the same old problem of too many things to do.
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
thoughts on movement controls. I have some thoughts floating
around as well, but they aren't well formed yet.
I only have clear preferences regarding the left-mouse button. I
like what Andrey did with the right-mouse and would be happy to
standardize on whatever the rest of you think.
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
One question I do have, how many hexagons per cell? I'm
curious but I find it pretty hard to count them manually.
Not only are there an infinite number of cells in this
tessellation, but every one of these cells has an infinite
number of hexagons! (The identification of cells mentioned
above also serves to turn this aspect of the puzzle into a
manageable finite situation.) The cells are a {6,3} tiling,
the same as you'd see on a bathroom floor, only going on
forever. This tiling is curved when living in hyperbolic
space though, and the result is that the view from within
hyperbolic space is such that only a small number of the
hexagonal facets can be seen - the rest curve out of view.
With sticker shrink, I suppose it would be possible to
display a much larger number of the facets, since that allows
one to see somewhat through the cell.
Now that was *not* obvious to me, but very cool. Now I think I get
it. For others struggling with the hyperbolic views and tesselations
including infinite-sided polygons, here is Don's wonderful page on
the subject in 2D:
http://www.plunk.org/~hatch/HyperbolicTesselations/. what I still
don't have a feeling for is how these multiple "bathroom tilings"
connect to each other. It sure looks like magic to me. I understand
from Andrey that that connectivity is tightly interconnected, and
that's why he feels this will be very difficult to solve. It really
is quite the object!
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
Never. I hope that everyone knows to that it's just as OK to ramble
as it is to simply delete messages or threads that don't interest
them.
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
of culling could be another nice feature of this puzzle.
Also, I think there may be a problem in that the culling
doesn't always recalculate after drags (seemingly never after
left-click ones), nor when a new puzzle is opened. It seems
to recalculate after the first tiny left-drag on a newly
opened puzzle, and I'm happy to send detailed repro steps
offline if needed. I'm questioning if the second image
Melinda posted on the wiki is a culling state you want to
allow the user to get into - seems like the user should always
see a view more like the first image she posted.
I like the second view though I totally agree that a slider to
control the number of repeat units would be killer.
-Melinda
cite="mid:AANLkTi=GcXu2Do_fX8mYLZ93vQFWhWe3N6w3NuxkvpUt@mail.gmail.com"
type="cite">
--------------000006070403000602000505--
From: "schuma" <mananself@gmail.com>
Date: Thu, 28 Oct 2010 05:56:47 -0000
Subject: Re: [MC4D] MHT633 v0.1 uploaded
When I opened MHT633 for the first time, I was astonished by the geometry a=
nd then confused by how it worked. Don's illustrations are really amazing, =
because it helps me to imagine the {\infty, 3} tessellation. Without seeing=
this 2D infinite-polygon tessellation, it was really hard for me to imagin=
e the 3D infinite-hedron tessellation. Today I have been playing with Magic=
Tile, just to get some feeling with hyperbolic tessellation puzzles. I hop=
e it helps me to build some intuition that is needed to handle Andrey's big=
puzzle. I will eventually come back to work on {6,3,3}.
Nan
> Now that was *not* obvious to me, but very cool. Now I think I get it.=20
> For others struggling with the hyperbolic views and tesselations=20
> including infinite-sided polygons, here is Don's wonderful page on the=20
> subject in 2D: http://www.plunk.org/~hatch/HyperbolicTesselations/. what=
=20
> I still don't have a feeling for is how these multiple "bathroom=20
> tilings" connect to each other. It sure looks like magic to me. I=20
> understand from Andrey that that connectivity is tightly interconnected,=
=20
> and that's why he feels this will be very difficult to solve. It really=20
> is quite the object!
>=20
> -Melinda
>
From: Roice Nelson <roice3@gmail.com>
Date: Thu, 28 Oct 2010 10:13:26 -0500
Subject: Re: [MC4D] Re: MHT633 v0.1 uploaded
--0015174c0e74a16ff60493aec8b3
Content-Type: text/plain; charset=ISO-8859-1
>
> To select position of the ball center use "Area center" slider. On the
> left side it makes the area centered in the camera position (it's good for
> strong FishEye view and for frequent shift-left-drag movement) and on the
> right side area is centered at the point of view (=rotation center). If you
> have slider in this position, area will not be recalculatied during
> left-drag rotations, because center remains the same.
Thank you for the explanation of this slider. I had not understood what it
was, and the program behavior makes perfect sense now. I find things more
intuitive when the slider is set all the way at the left (on Cam), but
that's probably because I heavily use left-click drag.
> Second image is the view from inside of the cell. Of cource there you are
> inside of the central sticker, but from inside it's transparent, so you
> don't see its faces. I say - why not? It's the only position from where you
> can see all stickers of the cell (but they hide the rest of space :( ) And
> you can see that face is really infinite :)
>
Thanks for this too, and I completely agree with you now that I understand
exactly where the viewer is in this situation.
> And don't wait much from sticker shirinking: you will see more of 1C, but
> I'm not sure about stickers on the back side. And probably view with small
> stickers will be a little nonrealistic...
I wondered about how much the 1C would block everything as well. I guess it
will depend on how much it shrinks relative to everything else. One view I
like to play with, and which helps my intuition, is faceShrink = 1.0 and
small sticker shrink values (the so called "continuous cubie" view). This
lets me see the cell boundary locations while still peering through the
space. So I'm still looking forward to sticker shrink, whenever you are
able to support it.
You mentioned the {4,4,3} early on. I figure a difficulty there is the
slicing, since the vertex figure is not a tetrahedron. I am curious if you
were able to make progress with it or not though.
Thanks again for this puzzle. It is highly enjoyable to think about, and
such a fun foothold for gaining a better understanding of hyperbolic space.
All the best,
Roice
--0015174c0e74a16ff60493aec8b3
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l center use "Area center" slider. On the left side it makes the =
area centered in the camera position (it's good for strong FishEye view=
and for frequent shift-left-drag movement) and on the right side area is c=
entered at the point of view (=3Drotation center). If you have slider in th=
is position, area will not be recalculatied during left-drag rotations, bec=
ause center remains the same.
what it was, and the program behavior makes perfect sense now.=A0 I find th=
ings more intuitive when the slider is set all the way at the left (on Cam)=
, but that's probably because I heavily use=A0left-click drag.
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
ou are inside of the central sticker, but from inside it's transparent,=
so you don't see its faces. I say - why not? It's the only positio=
n from where you can see all stickers of the cell (but they hide the rest o=
f space :( ) And you can see that face is really infinite :)
rstand exactly where the viewer is in this situation.
; PADDING-LEFT: 1ex" class=3D"gmail_quote">=A0And don't wait much from =
sticker shirinking: you will see more of 1C, but I'm not sure about sti=
ckers on the back side. And probably view with small stickers will be a lit=
tle nonrealistic...
guess it will depend on how much it shrinks relative to everything else.=A0=
One view I like to play with, and which helps=A0my intuition, is faceShrin=
k =3D 1.0 and small sticker shrink values (the so called "continuous c=
ubie" view).=A0 This lets me see the cell boundary locations while sti=
ll peering through the space.=A0 So I'm still looking forward to sticke=
r shrink, whenever you are able to support it.
You mentioned the {4,4,3} early on.=A0 I figure a difficulty there is t=
he slicing, since the vertex figure is not a tetrahedron.=A0 I am curious i=
f you were able to make progress with it or not though.
, and such a fun foothold for gaining a better understanding of hyperbolic =
space.
Roice
--0015174c0e74a16ff60493aec8b3--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Thu, 28 Oct 2010 16:37:43 -0000
Subject: [MC4D] Re: MHT633 v0.1 uploaded
Roice,
For {4,4,3} I thought about "impossiball-like" rotations - when there is =
no extra 1C stickers and movement of the face catchs exactly 9 stickers fro=
m all adjacent faces. Current program don't
But now I'm starting to think about {4,4,4} :D And don't understand it at=
all!
Andrey
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Thu, 28 Oct 2010 18:01:02 -0000
Subject: [MC4D] Re: MHT633 v0.1 uploaded
I believe the first step to understand {4,4,4} is to understand {infinity, =
infinity} in the hyperbolic plane. What does {infinity, infinity} look like=
and how to draw it? It seems like no matter how you project it, you need t=
o truncate not only each polygon and each vertex. After truncation, the pic=
ture would always look like an incomplete construction site.
Nan
--- In 4D_Cubing@yahoogroups.com, "Andrey"
>
> Roice,
> For {4,4,3} I thought about "impossiball-like" rotations - when there i=
s no extra 1C stickers and movement of the face catchs exactly 9 stickers f=
rom all adjacent faces. Current program don't
> But now I'm starting to think about {4,4,4} :D And don't understand it =
at all!
>=20
> Andrey
>
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Thu, 28 Oct 2010 18:28:52 -0000
Subject: [MC4D] Re: MHT633 v0.1 uploaded
I'm not sure. If you take section of {4,4,4} with the plane going through t=
he middle of the edge (and ortogonal to it), you'll get {infinity,4} tiling=
. It's difficult but not impossible to draw. And after some work with it (e=
numeration of areas, periodic colorings, etc) we can try to expand it to H3=
space.
=20=20
{infinity, infinity} is very easy - in half-plane model. You draw series of=
half-circles (n,1/2), then take each of them and build the inversion of th=
e drawing with respect to this circle. Result will look like fractal object=
based on continued fractions (with positive and negative quotients)... som=
ething like that. I never tried to draw it.
=20
Andrey
From: "Matthew" <damienturtle@hotmail.co.uk>
Date: Thu, 28 Oct 2010 18:55:14 -0000
Subject: Re: MHT633 v0.1 uploaded
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> @Matt
>=20
> > One question I do have, how many hexagons per cell? I'm curious but I =
find
> > it pretty hard to count them manually.
>=20
>=20
> Not only are there an infinite number of cells in this tessellation, but
> every one of these cells has an infinite number of hexagons! (The
> identification of cells mentioned above also serves to turn this aspect o=
f
> the puzzle into a manageable finite situation.) The cells are a {6,3}
> tiling, the same as you'd see on a bathroom floor, only going on forever.
> This tiling is curved when living in hyperbolic space though, and the
> result is that the view from within hyperbolic space is such that only a
> small number of the hexagonal facets can be seen - the rest curve out of
> view. With sticker shrink, I suppose it would be possible to display a m=
uch
> larger number of the facets, since that allows one to see somewhat throug=
h
> the cell.
>=20
> Hope that's helpful and not too much rambling...
Ah, thanks for that. I knew {6,3} was an infinite tiling (and that {6,3,3}=
is an infinite tiling of cells), but I wasn't sure if anything funny happe=
ned here which changed that (the cells look reasonably finite, but they beh=
aved strangely enough that I knew they could be infinite). I don't mind ra=
mbling, it would be hard to explain all this using too much detail! I now =
just need to slowly get my head around infinite tilings infinitely tesselat=
ed in a hyperbolic space.
--- In 4D_Cubing@yahoogroups.com, "Andrey"
>=20
> Matthew,
> I think that understanding of this geometry for second year maths stude=
nt is not more more difficult than for PhD specialist in Computer Algebra. =
Hyperbolic geometry never was in my field of research, and half of the math=
for this puzzle I've developed from the scratch during my vacation at Made=
ira (and first pictures with coloring of {6,3} tilings were washed by the t=
idal wave).=20
> As Roice said, each cell is infinite. But is has periodic coloring, and=
numbers of _different_ 2C stickers in one face are the folloing:
> 8 Colors - 7 stickers
> 12 Colors - 9 stickers
> 20 Colors (a) - 16 stickers
> 20 Colors (b) - 12 stickers
> 28 Colors - 13 stickers
> 32 Colors (a) - 21 stickers
> 32 Colors (b) - 31 stickers
It's not that I can't understand it, it's that I don't know the theory yet,=
but after two or three years I should be in a far better position to under=
stand all this once I have been taught more of the concepts involved. And =
I'm reasonably familiar with the MagicTile program (I've solved the Klein's=
Quartic {7,3}) so I have a rough understanding of hyperbolic space. I'm g=
oing to have fun learning a few things about it from what I can find on the=
internet :). Yet again I'm made aware of geometry I didn't know that I kn=
ew nothing about until after someone programmed a puzzle with that geometry=
! I look forward to later versions so I can see what solving is like.
Matt
From: Roice Nelson <roice3@gmail.com>
Date: Thu, 28 Oct 2010 19:49:42 -0500
Subject: Re: [MC4D] Re: MHT633 v0.1 uploaded
--00504502d9ff85c2a60493b6d58a
Content-Type: text/plain; charset=ISO-8859-1
> To select position of the ball center use "Area center" slider. On the
>> left side it makes the area centered in the camera position (it's good for
>> strong FishEye view and for frequent shift-left-drag movement) and on the
>> right side area is centered at the point of view (=rotation center). If you
>> have slider in this position, area will not be recalculatied during
>> left-drag rotations, because center remains the same.
>
>
> Thank you for the explanation of this slider. I had not understood what it
> was, and the program behavior makes perfect sense now. I find things more
> intuitive when the slider is set all the way at the left (on Cam), but
> that's probably because I heavily use left-click drag.
>
After playing with things further to find sequences for cycling pieces, I
actually found my preference here reversed from what I initially thought it
would be. I like this slider best all the way to the right (on POV), even
with lots of left-click dragging, so I'm glad you have that as the default.
I've found 3-cycle sequences for 2C, 3C, and 4C pieces on the 8-cell
puzzle. It was not trivial to look at the puzzle and tell they were
actually 3-cycle sequences! And I had to build them a little differently
than I usually do, due to the puzzle cells being so coupled to each other.
The 3C and 4C sequences both uses 22 twists. Anyway, I think my usual
approach of solving "centers out" would not be too awful with those tools in
hand and using macros, though who knows what scenarios might show up along
the way! This puzzle is mind expanding for sure, and I can't get over how
nicely the presentation ends up looking for these infinite sided cells.
After pulling my hair out a bit with the 8-cell sequences, I discovered that
simple variations of the sequences in the online MC4D solution *very
easily*work for the 12-cell puzzle (since it is less coupled). I
quickly made an 8
move sequence to 3-cycle 3C pieces. I'm betting the 12-colored puzzle will
be easier overall, despite its larger piece count.
A couple more usage things:
(1) Shift-right-clicking 2C, 3C, or 4C pieces also highlights some 1C
pieces (and in ways that were strange to me). Is this intended?
(2) A function to reset the view would be nice. It'd also be nice to reset
the state without resetting the view (I guess what I'm asking for is to
split these functions up).
(3) I also find a running timer distracting, and would prefer it be an
option, for when people want to speedsolve.
Best,
Roice
--00504502d9ff85c2a60493b6d58a
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dding-left:1ex" class=3D"gmail_quote">
dding-left:1ex" class=3D"gmail_quote">=A0To select position of the ball cen=
ter use "Area center" slider. On the left side it makes the area =
centered in the camera position (it's good for strong FishEye view and =
for frequent shift-left-drag movement) and on the right side area is center=
ed at the point of view (=3Drotation center). If you have slider in this po=
sition, area will not be recalculatied during left-drag rotations, because =
center remains the same.
what it was, and the program behavior makes perfect sense now.=A0 I find th=
ings more intuitive when the slider is set all the way at the left (on Cam)=
, but that's probably because I heavily use=A0left-click drag.
es, I actually found my preference here reversed from what I initially thou=
ght it would be.=A0 I like this slider best all the way to the right (on PO=
V), even with lots of left-click dragging, so I'm glad you have=A0that =
as the default.
ll puzzle.=A0 It was not trivial to look at the puzzle and tell they were a=
ctually 3-cycle sequences! =A0And I had to build them a little differently =
than I usually do, due to the puzzle cells being so coupled to each other.=
=A0 The 3C and 4C sequences both uses 22 twists.=A0 Anyway, I think my usua=
l approach of solving "centers out" would not be too awful with t=
hose tools in hand and using macros, though who knows what scenarios might =
show up along the way!=A0 This puzzle is mind expanding for sure, and I can=
't get over how nicely the presentation ends up looking for these infin=
ite sided cells.
d that simple variations of the sequences in the online MC4D solution
ed).=A0 I quickly made an 8 move=A0sequence to 3-cycle 3C pieces.=A0 I'=
m betting the 12-colored puzzle will be easier overall, despite its larger =
piece count.
1C pieces (and in ways that were strange to me).=A0 Is this intended?
nice to reset the state without resetting the view (I guess what I'm a=
sking for is to split these functions up).
an option, for when people want to speedsolve.
--00504502d9ff85c2a60493b6d58a--
From: Roice Nelson <roice3@gmail.com>
Date: Thu, 28 Oct 2010 20:10:01 -0500
Subject: Re: [MC4D] Re: MHT633 v0.1 uploaded
--001636c598602ba96e0493b71ec0
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>
> Regarding Roice's mentioning of contiguous (not "continuous") cubies in
> which stickers on the same cubie exactly touch each other, it never
> seemed possible to get a good set of parameters with this constraint
> needed to make MC4D workable, but maybe it would work in this case. It
> is definitely a closer analog to the original Rubik puzzles.
>
>
There is a way to make the implementation of this much easier, which I used
in M120C. Instead of shrinking the stickers based on their centers, you
shrink them from appropriate points on the cell boundary. You also make it
so that when the cell size is set to maximum, it fits the cell boundary of
the parent polytope (which is a very natural choice anyway). Then you will
always have contiguous cubies when the cell size is maxed out, regardless of
the sticker shrink value. This avoids an awkward dependence of contiguous
cubies on both the face shrink and sticker shrink parameters (requiring
constraint calculations to get a working set).
seeya,
Roice
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Content-Transfer-Encoding: quoted-printableargin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Regarding Roice's mentioning of contiguous (not "conti=
nuous") cubies in
which stickers on the same cubie exactly touch each other, it never
seemed possible to get a good set of parameters with this constraint
needed to make MC4D workable, but maybe it would work in this case. It
is definitely a closer analog to the original Rubik puzzles.
s a way to make the implementation of this much easier, which I used in M12=
0C. =A0Instead of shrinking the stickers based on their centers, you shrink=
them from appropriate points on the cell boundary. =A0You also make it so =
that when the cell size is set to maximum, it fits the cell boundary of the=
parent polytope (which is a very natural choice anyway). =A0Then you will =
always have contiguous cubies when the cell size is maxed out, regardless o=
f the sticker shrink value. =A0This avoids an awkward dependence of contigu=
ous cubies on both the face shrink and sticker shrink parameters (requiring=
constraint calculations to get a working set).
--001636c598602ba96e0493b71ec0--
From: Melinda Green <melinda@superliminal.com>
Date: Thu, 28 Oct 2010 21:37:08 -0700
Subject: Re: [MC4D] Re: MHT633 v0.1 uploaded
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On 10/28/2010 6:10 PM, Roice Nelson wrote:
>
>
> Regarding Roice's mentioning of contiguous (not "continuous")
> cubies in
> which stickers on the same cubie exactly touch each other, it never
> seemed possible to get a good set of parameters with this constraint
> needed to make MC4D workable, but maybe it would work in this case. It
> is definitely a closer analog to the original Rubik puzzles.
>
>
> There is a way to make the implementation of this much easier, which I
> used in M120C. Instead of shrinking the stickers based on their
> centers, you shrink them from appropriate points on the cell boundary.
> You also make it so that when the cell size is set to maximum, it
> fits the cell boundary of the parent polytope (which is a very natural
> choice anyway). Then you will always have contiguous cubies when the
> cell size is maxed out, regardless of the sticker shrink value. This
> avoids an awkward dependence of contiguous cubies on both the face
> shrink and sticker shrink parameters (requiring constraint
> calculations to get a working set).
That's brilliant! I've added this as issue 105
Roice!
-Melinda
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On 10/28/2010 6:10 PM, Roice Nelson wrote:
cite="mid:AANLkTimDOToSTRxSY+a1n4ZcMJcfCW1hgqTAWVm4kUe+@mail.gmail.com"
type="cite">
Regarding Roice's mentioning of contiguous (not
"continuous") cubies in
which stickers on the same cubie exactly touch each other, it
never
seemed possible to get a good set of parameters with this
constraint
needed to make MC4D workable, but maybe it would work in this
case. It
is definitely a closer analog to the original Rubik puzzles.
easier, which I used in M120C. Instead of shrinking the
stickers based on their centers, you shrink them from
appropriate points on the cell boundary. You also make it so
that when the cell size is set to maximum, it fits the cell
boundary of the parent polytope (which is a very natural
choice anyway). Then you will always have contiguous cubies
when the cell size is maxed out, regardless of the sticker
shrink value. This avoids an awkward dependence of contiguous
cubies on both the face shrink and sticker shrink parameters
(requiring constraint calculations to get a working set).
That's brilliant! I've added this as href="http://code.google.com/p/magiccube4d/issues/detail?id=105">issue
105. Thank you Roice!
-Melinda
cite="mid:AANLkTimDOToSTRxSY+a1n4ZcMJcfCW1hgqTAWVm4kUe+@mail.gmail.com"
type="cite">
--------------060606090104020408080802--