http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/MS5D.zip
Animation - ready
Direction of twist - fixed
Twist with hidden face - fixed
Log files - work somehow (not tested much)
No macros, no recentering.
Navigation is changed a little. Now Shift+Left button and Shift+Right butto=
n implement couple of different 4D rotations, you may use them to move apar=
t intersecting cells.
Andrey
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> 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
--0016e64c17c841b655049b023d34
Content-Type: text/plain; charset=ISO-8859-1
Hi Andrey,
Thank you for the updates. Sorry, I can't seem to restrain myself from
giving more feedback. I hope it is useful, and please only take it all as
suggestions!
- The "fisheye" on the normal left dragging feels extreme. Are these still
3D rotations? A side effect is that I feel like I can't zoom out enough.
When I hit the point where the program limits how far you can zoom out, the
puzzle still takes up much of the view.
- Is the current zoom a 3D zoom? I wonder because when I zoom in,
everything starts disappearing (which could happen if it was a higher-d
zoom, and the other ends of lines start getting projected out to great
distances).
- Perhaps all is great as is and I just need more information to help me
think about things. It'd be nice to know what each control is doing
mathematically (which specific coordinate planes they are rotating around).
Since there are 10 degrees of freedom for SO(5), it'd be good to know which
subset I'm working with. Two control directions (up-down/left-right) times
the four current controls mean 8 of the 10 of these are covered. (This
actually just suggested to me a sort of generic way to offer controls. One
could use left-click dragging coupled with holding down a set of two number
keys to select two axes to define a rotation. Don't know that this would
work well in practice though.)
- I'd like to be able to slow down the animation speed more, even when the
slider is all the way to the left. When the slider is more than 60% to the
right, twists are instantaneous.
The 1/3 puzzle is my favorite to look at. I think this is the closest to a
5D Pyraminx, the only difference being that trivial tips aren't being sliced
up. For that, you'd need a (1/3+2/3) puzzle.
All the best,
Roice
On Sat, Jan 29, 2011 at 8:39 AM, Andrey
> http://games.groups.yahoo.com/group/4D_Cubing/files/MC7D/MS5D.zip
>
> Animation - ready
> Direction of twist - fixed
> Twist with hidden face - fixed
> Log files - work somehow (not tested much)
>
> No macros, no recentering.
>
>
> Navigation is changed a little. Now Shift+Left button and Shift+Right
> button implement couple of different 4D rotations, you may use them to move
> apart intersecting cells.
>
> Andrey
>
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson
> >
> > 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
> >
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
--0016e64c17c841b655049b023d34
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Hi Andrey,
9;t seem to restrain myself from giving more feedback. =A0I hope it is usef=
ul, and please only take it all as suggestions!=A0
=A0Are these still 3D rotations? =A0A side effect is that I feel like I can=
't zoom out enough. =A0When I hit the point where the program limits ho=
w far you can zoom out, the puzzle still takes up much of the view. =A0v>
when I zoom in, everything starts disappearing (which could happen if it w=
as a higher-d zoom, and the other ends of lines start getting projected out=
to great distances).
formation to help me think about things. =A0It'd be nice to know what e=
ach control is doing mathematically (which specific coordinate planes they =
are rotating around). =A0Since there are 10 degrees of freedom for SO(5), i=
t'd be good to know which subset I'm working with. =A0Two control d=
irections (up-down/left-right) times the four current controls mean 8 of th=
e 10 of these are covered. =A0(This actually just suggested to me a sort of=
generic way to offer controls. =A0One could use left-click dragging couple=
d with holding down a set of two number keys to select two axes to define a=
rotation. =A0Don't know that this would work well in practice though.)=
speed more, even when the slider is all the way to the left. =A0When the s=
lider is more than 60% to the right, twists are instantaneous.
closest to a 5D Pyraminx, the only difference being that trivial tips aren=
't being sliced up. =A0For that, you'd need a (1/3+2/3) puzzle.v>
> wrote:
x #ccc solid;padding-left:1ex;">oup/4D_Cubing/files/MC7D/MS5D.zip" target=3D"_blank">http://games.groups.ya=
hoo.com/group/4D_Cubing/files/MC7D/MS5D.zip
Animation - ready
Direction of twist - fixed
Twist with hidden face - fixed
Log files - work somehow (not tested much)
No macros, no recentering.
Navigation is changed a little. Now Shift+Left button and Shift+Right butto=
n implement couple of different 4D rotations, you may use them to move apar=
t intersecting cells.
=A0Andrey
--- In 4D_Cubing@yahoogroups.c=
om, Roice Nelson <roice3@...> wrote:
>
> Very nice :)
>
> My number one feature request is of course animation. =A0I feel that w=
ill give
> a huge benefit in understanding the puzzle.
>
> The other main feedback I have for now is that twisting feels backward=
s.
> When I click 3 stickers in succession, say A,B,C I would expect the en=
d
> 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 rotater>
> clockwise). =A0Instead, you've chosen to make it A<-B<-C<=
-A. =A0I 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 no=
t
> refreshed). =A0Clicking one of the face checkboxes forces a refresh, s=
o that
> is a workaround.
> - crash when clicking "show pieces", though you did say this=
wasn't tested.
>
> =A0I am finding the 4D shift-left rotations strangely unintuitive (the=
y don't
> seem to act like MC4D), but I will have to think on why this is the ca=
se
> more before I can give any useful feedback.
>
> Awesome as usual Andrey! =A0You're a puzzle producing machine!
> Roice
>
------------------------------------
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--0016e64c17c841b655049b023d34--
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Sat, 29 Jan 2011 21:32:00 -0000
Subject: [MC4D] MS5D v0.11 uploaded [Re: MS5D v0.1]
Hi Roice,
When I looked at my projection formulae, I found that they are equivalent=
to the simplest 3D projection:
Let corners of our puzzle are on the sphere (0,R). Define the position of=
camera by orthogonal basis (e_x,e_y,e_z,e_u,e_v) and one number r (-R
is are (x,y,z,u,v). Then screen coordinates will be (x/(z+r),y/(z+r)) - and=
u,v coordinates of the points are just ignored :)
I took large enough view angle (2 radians), and it gives fisheye effect, =
especially when r=3DR (it's initial zoom level).
"Center" of 3D rotation is 2D plane u=3Dv=3D0. Zoom is controlled by para=
meter r. Probably I could enter another Zoom (View Angle) or enable r>R (an=
d show puzzle from the outside). When you zoom in, you get r -> -R, and onl=
y small part of the sphere becomes visible.
Now degrees of freedom.
Normal-Left: 3D rotations x-z and y-z
Normal-Right: Sliding z-u (up/down) and screen rotation x-y (left/right)
Shift-Left: 4D rotations x-u and y-u
Shift-Right: 4D (or 5D?) rotations x-v and y-v.
So the missing degrees of freedom are:
- alternative 5D sliding z-v
- 4D/5D rotation u-v.
=20
I'll slow down animation on the left (to 10s per twist, haha), but save rig=
ht size fast - it will be used for full undo/redo animation as well, and we=
may want the smallest delays there.
My favorite now is 2/5 with only two types of pieces (4C and 5C). Probably =
it will be possible to solve full scrambed puzzle there.
Good luck!
Andrey