Thread: "MS5D v0.1"

From: "Andrey" <andreyastrelin@yahoo.com>
Date: Thu, 27 Jan 2011 21:10:46 -0000
Subject: MS5D v0.1



http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/

No macros, no animation, no recentering, log files not tested... only navig=
ation in S4 and twists are ready.

Simplex is rendered by sequence of 3 central projections:=20
- stereographic projection to 4D
- perspective projection of 4D to 3D (4D camera)
- perspective projection of 3D to the screen. (3D camera)

Navigation:
Left button - rotation of 3D camera around the center
Shift-Left button - rotation of 4D camera in X-W and Y-W directions
Shift-Right button (Up/Down) - rotation of 4D camera in Z-W direction
Right button (Up/Down) - slide of 5D camera in W direction. It is the only =
way to change center of the model view.
Ctrl-Left button - Zoom in 3D (Up/Down) and in 4D (Left/Right)

Twists:
3-click model is implemented: if you have cell ABCDE (corners are named) an=
d click three corner stickers ("5C"), say, A,C,D, then cell will twist to t=
he CBDAE orientation.
If you click 4C stickers adjacent to the same corner, e.g. AB, AC, AE, then=
block centered in the vertex A will twist from BCDEF position to CEDBF.=20
Right click in the sticker shows all stickers of the piece. Color filters n=
ot tested.

I was lucky to solve puzzle 2/5 scrambled by one twist! But it was difficu=
lt :)

Good luck!
Andrey





From: Roice Nelson <roice3@gmail.com>
Date: Thu, 27 Jan 2011 16:47:39 -0600
Subject: Re: [MC4D] MS5D v0.1



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Very nice :)

My number one feature request is of course animation. I feel that will give
a huge benefit in understanding the puzzle.

The other main feedback I have for now is that twisting feels backwards.
When I click 3 stickers in succession, say A,B,C I would expect the end
result to be a 3-cycle of those stickers that went A->B->C->A (if I'm
clicking in a clockwise fashion, I'd like the stickers to rotate
clockwise). Instead, you've chosen to make it A<-B<-C<-A. I was curious
the reason for this.

Minor issues I ran into with my brief interaction:
- when you have some faces turned off and make a twist, there is
a highlighting problem (the stickers that should be highlighted are not
refreshed). Clicking one of the face checkboxes forces a refresh, so that
is a workaround.
- crash when clicking "show pieces", though you did say this wasn't tested.

I am finding the 4D shift-left rotations strangely unintuitive (they don't
seem to act like MC4D), but I will have to think on why this is the case
more before I can give any useful feedback.

Awesome as usual Andrey! You're a puzzle producing machine!
Roice


On Thu, Jan 27, 2011 at 3:10 PM, Andrey wrote:

> http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/
>
> No macros, no animation, no recentering, log files not tested... only
> navigation in S4 and twists are ready.
>
> Simplex is rendered by sequence of 3 central projections:
> - stereographic projection to 4D
> - perspective projection of 4D to 3D (4D camera)
> - perspective projection of 3D to the screen. (3D camera)
>
> Navigation:
> Left button - rotation of 3D camera around the center
> Shift-Left button - rotation of 4D camera in X-W and Y-W directions
> Shift-Right button (Up/Down) - rotation of 4D camera in Z-W direction
> Right button (Up/Down) - slide of 5D camera in W direction. It is the only
> way to change center of the model view.
> Ctrl-Left button - Zoom in 3D (Up/Down) and in 4D (Left/Right)
>
> Twists:
> 3-click model is implemented: if you have cell ABCDE (corners are named)
> and click three corner stickers ("5C"), say, A,C,D, then cell will twist to
> the CBDAE orientation.
> If you click 4C stickers adjacent to the same corner, e.g. AB, AC, AE, then
> block centered in the vertex A will twist from BCDEF position to CEDBF.
> Right click in the sticker shows all stickers of the piece. Color filters
> not tested.
>
> I was lucky to solve puzzle 2/5 scrambled by one twist! But it was
> difficult :)
>
> Good luck!
> Andrey
>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Very nice :)

=A0

My number one feature request is of course animation.=A0 I feel that w=
ill give a huge benefit in understanding the puzzle.

=A0

The other main feedback I have for now=A0is that twisting feels backwa=
rds.=A0 When I click 3 stickers in succession, say A,B,C I would expect the=
end result to be a 3-cycle of those stickers that went A->B->C->A=
(if I'm clicking in a clockwise fashion, I'd like the stickers to=
=A0rotate clockwise).=A0 Instead, you've chosen to make it A<-B<-=
C<-A.=A0 I was curious the reason for this.


=A0

Minor issues I ran into with my brief interaction:

- when you have some faces turned off and make a twist, there is a=A0h=
ighlighting problem (the stickers that should be highlighted are not refres=
hed).=A0 Clicking one of the face checkboxes forces a refresh, so that is a=
workaround.


- crash when clicking "show pieces", though you did say this=
wasn't tested.

=A0


I am finding the 4D shift-left rotations strangely unintuitive (they d=
on't seem to act like MC4D), but I will have to think on why this is th=
e case more before I can give any useful feedback.

=A0

Awesome as usual Andrey!=A0 You're a puzzle producing machine!v>
Roice



On Thu, Jan 27, 2011 at 3:10 PM, Andrey r=3D"ltr"><andreyastrelin@ya=
hoo.com
>
wrote:

; PADDING-LEFT: 1ex" class=3D"gmail_quote">ahoo.com/group/4D_Cubing/files/MC7D/" target=3D"_blank">http://games.groups=
.yahoo.com/group/4D_Cubing/files/MC7D/



No macros, no animation, no recentering, log files not tested... only n=
avigation in S4 and twists are ready.

Simplex is rendered by sequenc=
e of 3 central projections:
- stereographic projection to 4D
- perspe=
ctive projection of 4D to 3D (4D camera)

- perspective projection of 3D to the screen. (3D camera)

Navigation=
:
Left button - rotation of 3D camera around the center
Shift-Left bu=
tton - rotation of 4D camera in X-W and Y-W directions
Shift-Right butto=
n (Up/Down) - rotation of 4D camera in Z-W direction

Right button (Up/Down) - slide of 5D camera in W direction. It is the only =
way to change center of the model view.
Ctrl-Left button - Zoom in 3D (U=
p/Down) and in 4D (Left/Right)

Twists:
3-click model is implement=
ed: if you have cell ABCDE (corners are named) and click three corner stick=
ers ("5C"), say, A,C,D, then cell will twist to the CBDAE orienta=
tion.

If you click 4C stickers adjacent to the same corner, e.g. AB, AC, AE, then=
block centered in the vertex A will twist from BCDEF position to CEDBF.>Right click in the sticker shows all stickers of the piece. Color filters =
not tested.


=A0I was lucky to solve puzzle 2/5 scrambled by one twist! But it was d=
ifficult :)

=A0Good luck!
=A0Andrey





------=
------------------------------

Yahoo! Groups Links

<*> =
To visit your group on the web, go to:

=A0 =A0k">http://groups.yahoo.com/group/4D_Cubing/

<*> Your email=
settings:
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<*> To cha=
nge settings online go to:

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=A0 =A0(Yahoo! I=
D required)

<*> To change settings via email:
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com


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fullfeatured@yahoogroups.com


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From: "Andrey" <andreyastrelin@yahoo.com>
Date: Fri, 28 Jan 2011 00:09:37 -0000
Subject: Re: [MC4D] MS5D v0.1



Roice,
thank you for the feedback! I'll check and fix what you mentioned.

As for the 4D rotation, the reason is that there is no equivalent to it i=
n MC4D. When you shift-move camera in MC4D, it is like pan/tilt of camera (=
changing of camera direction while position is unchanged). In MS5D (and in =
the common 4D viewer with "3D retina") we need alternative rotation around =
the point of view: when 4D camera goes around this point and 4D spectator l=
ooks at the same 4D object from the different side. I've desided that we ne=
ed such navigation feature and that it's more useful than 4D pan/tilt. May =
be I'm wrong. May be it will be better to move this rotation to Alt key and=
use Shift for 4D pan.

Andrey


--- In 4D_Cubing@yahoogroups.com, Roice Nelson wrote:
>
> Very nice :)
>=20
> My number one feature request is of course animation. I feel that will g=
ive
> a huge benefit in understanding the puzzle.
>=20
> The other main feedback I have for now is that twisting feels backwards.
> When I click 3 stickers in succession, say A,B,C I would expect the end
> result to be a 3-cycle of those stickers that went A->B->C->A (if I'm
> clicking in a clockwise fashion, I'd like the stickers to rotate
> clockwise). Instead, you've chosen to make it A<-B<-C<-A. I was curious
> the reason for this.
>=20
> Minor issues I ran into with my brief interaction:
> - when you have some faces turned off and make a twist, there is
> a highlighting problem (the stickers that should be highlighted are not
> refreshed). Clicking one of the face checkboxes forces a refresh, so tha=
t
> is a workaround.
> - crash when clicking "show pieces", though you did say this wasn't teste=
d.
>=20
> I am finding the 4D shift-left rotations strangely unintuitive (they don=
't
> seem to act like MC4D), but I will have to think on why this is the case
> more before I can give any useful feedback.
>=20
> Awesome as usual Andrey! You're a puzzle producing machine!
> Roice
>=20
>=20
> On Thu, Jan 27, 2011 at 3:10 PM, Andrey wrote:
>=20
> > http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/
> >
> > No macros, no animation, no recentering, log files not tested... only
> > navigation in S4 and twists are ready.
> >
> > Simplex is rendered by sequence of 3 central projections:
> > - stereographic projection to 4D
> > - perspective projection of 4D to 3D (4D camera)
> > - perspective projection of 3D to the screen. (3D camera)
> >
> > Navigation:
> > Left button - rotation of 3D camera around the center
> > Shift-Left button - rotation of 4D camera in X-W and Y-W directions
> > Shift-Right button (Up/Down) - rotation of 4D camera in Z-W direction
> > Right button (Up/Down) - slide of 5D camera in W direction. It is the o=
nly
> > way to change center of the model view.
> > Ctrl-Left button - Zoom in 3D (Up/Down) and in 4D (Left/Right)
> >
> > Twists:
> > 3-click model is implemented: if you have cell ABCDE (corners are named=
)
> > and click three corner stickers ("5C"), say, A,C,D, then cell will twis=
t to
> > the CBDAE orientation.
> > If you click 4C stickers adjacent to the same corner, e.g. AB, AC, AE, =
then
> > block centered in the vertex A will twist from BCDEF position to CEDBF.
> > Right click in the sticker shows all stickers of the piece. Color filte=
rs
> > not tested.
> >
> > I was lucky to solve puzzle 2/5 scrambled by one twist! But it was
> > difficult :)
> >
> > Good luck!
> > Andrey
> >
> >
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>




From: Roice Nelson <roice3@gmail.com>
Date: Thu, 27 Jan 2011 22:13:02 -0600
Subject: Re: [MC4D] MS5D v0.1



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Content-Type: text/plain; charset=ISO-8859-1

Hi Andrey,

Left-shift dragging in MC4D is also a moving 4D camera going around a
stationary point of view (the origin). Dragging left/right rotates around
the XW plane, and dragging up/down rotates around the YW plane, as MS5D
does. To show that you can use it to look at a 4D object from a different
side, all you need to do is look at the cell projected small in the 3^4
puzzle, then left-shift drag until its antipodal cell comes into view.

I think I better understand the difference now. My confusion was a
combination of the direction the camera is rotated (yours looks to be in an
opposite sense), the drag sensitivity, and the fact that we're now looking
at a 5D object (leading to the 5D->4D projected object covering more swaths
of 4D ground). I like the MC4D settings we chose because the direction and
sensitivity make it feel like you are grabbing material to move it. But I
like the choices you've made for MS5D too. It would be nice to have
functionality to center a cell, for when I seem to get the view all messed
up.

To get some seriously trippy "necker"
effects, start a 3D drag then play with pressing shift while still dragging
to switch between 3D and 4D drags. Sometimes, the cell which looks like it
is right in front of you will appear to jump to the very back! (or
vice versa)

seeya,
Roice


On Thu, Jan 27, 2011 at 6:09 PM, Andrey wrote:

> Roice,
> thank you for the feedback! I'll check and fix what you mentioned.
>
> As for the 4D rotation, the reason is that there is no equivalent to it in
> MC4D. When you shift-move camera in MC4D, it is like pan/tilt of camera
> (changing of camera direction while position is unchanged). In MS5D (and in
> the common 4D viewer with "3D retina") we need alternative rotation around
> the point of view: when 4D camera goes around this point and 4D spectator
> looks at the same 4D object from the different side. I've desided that we
> need such navigation feature and that it's more useful than 4D pan/tilt. May
> be I'm wrong. May be it will be better to move this rotation to Alt key and
> use Shift for 4D pan.
>
> Andrey

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Content-Transfer-Encoding: quoted-printable

Hi Andrey,


Left-shift dragging in MC4D is also a moving =
4D camera going around a stationary point of view (the origin). =A0Dragging=
left/right rotates around the XW plane, and dragging up/down rotates aroun=
d the YW plane, as MS5D does. =A0To show that you can use it to look at a 4=
D object from a different side, all you need to do is look at the cell proj=
ected small in the 3^4 puzzle, then left-shift drag until its antipodal cel=
l comes into view.


I think I better understand the difference now. =A0My c=
onfusion was a combination of=A0the direction the camera is rotated (yours =
looks to be in an opposite sense), the drag sensitivity, and the fact that =
we're now looking at a 5D object (leading to the 5D->4D projected ob=
ject covering more swaths of 4D ground). =A0I like the MC4D settings we cho=
se because the direction and sensitivity make it feel like you are grabbing=
material to move it. =A0But I like the choices you've made for MS5D to=
o. =A0It would be nice to have functionality to center a cell, for when I s=
eem to get the view all messed up.


To get some seriously trippy ".wikipedia.org/wiki/Necker_cube">necker" effects, start a 3D drag =
then play with pressing shift while still dragging to switch between 3D and=
4D drags. =A0Sometimes, the cell which looks like it is right in front of =
you will appear to jump to the very back! =A0(or vice=A0versa)


seeya,
Roice


gmail_quote">On Thu, Jan 27, 2011 at 6:09 PM, Andrey <=
andreyastrelin@yahoo.com>=
;
wrote:

x #ccc solid;padding-left:1ex;">Roice,

=A0thank you for the feedback! I'll check and fix what you mentioned.<=
br>


=A0As for the 4D rotation, the reason is that there is no equivalent to it=
in MC4D. When you shift-move camera in MC4D, it is like pan/tilt of camera=
(changing of camera direction while position is unchanged). In MS5D (and i=
n the common 4D viewer with "3D retina") we need alternative rota=
tion around the point of view: when 4D camera goes around this point and 4D=
spectator looks at the same 4D object from the different side. I've de=
sided that we need such navigation feature and that it's more useful th=
an 4D pan/tilt. May be I'm wrong. May be it will be better to move this=
rotation to Alt key and use Shift for 4D pan.




=A0Andrey


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