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Content-Type: text/plain; charset=ISO-8859-1
Hi Nan,
If you download the
latest
you'll now see vertex and edge turning versions of the {7,3}. They are quite
beautiful
scrambled.
I picked depths that felt like a nice balance, but they can be changed. I
made the ET slightly deeper than I did for the {3,7}. It seemed better to
do so in this case. I wonder if the {7,3} ET will also have some
intriguing piece orbits, like you observed on the {3,7}.
If you are interested in a more detailed write up on how to edit slicing
circles and their depths, let me know. It requires hand editing the puzzle
config files, but the format is pretty simple. It is based on discussion
we had in the past - you can enter depths as multiples of
incircles/circumcircles/edge lengths, or you can enter them as an absolute
distance.
In any case, I am happy to configure files for any puzzles you describe,
assuming MagicTile can support them.
Roice
P.S. This version also removes the duplicate color you found in the
default settings. Thanks for noticing that :)
On Mon, Nov 7, 2011 at 2:56 AM, Nan Ma
>
>
> Hi Roice,
>
> About the Klein quartic, I'm curious if the vertex turning and edge
> turning {7,3} can be made. They have less colors than the {3,7}
> counterparts. So it should be easier to find pieces on them. Thanks.
>
> Nan
>
--001517448136f80e3204b12eec72
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
/a>, you'll now see vertex and edge turning versions of the {7,3}.=A0 T=
hey are 4853720/pic/104211987/view?picmode=3D&mode=3Dtn&order=3Dordinal&=
;start=3D1&count=3D20&dir=3Dasc">quite beautiful when scrambled=
.
can be changed.=A0 I made the ET slightly deeper than I did for the {3,7}.=
=A0 It seemed better to do so in this case.=A0 I wonder if the {7,3} ET wil=
l also have some intriguing piece orbits, like you observed on the {3,7}.=
div>
to edit slicing circles and their depths, let me know.=A0 It requires hand=
editing the puzzle config files, but the format is pretty simple.=A0 It is=
based on discussion we had in the past -=A0you can enter depths=A0as multi=
ples of incircles/circumcircles/edge lengths, or you can enter them as an a=
bsolute distance.=A0
es you describe, assuming MagicTile can support=A0them.
he duplicate color you found in the default settings.=A0 Thanks for noticin=
g that :)
at 2:56 AM, Nan Ma <com" target=3D"_blank">mananself@gmail.com> wrote:
gb(204, 204, 204);border-left-width:1px;border-left-style:solid" class=3D"g=
mail_quote">
=20=20=20=20=20=20=20=20
Hi Roice,
e vertex turning and edge turning {7,3} can be made. They have less colors =
than the {3,7} counterparts. So it should be easier to find pieces on them.=
Thanks.
--001517448136f80e3204b12eec72--
From: "schuma" <mananself@gmail.com>
Date: Tue, 08 Nov 2011 06:33:42 -0000
Subject: Re: {7,3} vertex and edge turning puzzles
Hi Roice,
Thank you for making these two puzzles. They are pretty neat indeed. I just=
solved both of them and I enjoy solving them. The FT {7,3} is to the Rubik=
's cube as the VT {7,3} is to the Dino Cube (with stationary corners), as t=
he ET {7,3} is to the helicopter cube (a better analog is TomZ's Curvy Copt=
er).=20
The feeling of solving ET and VT was just like solving the "classic" face t=
urning {7,3}. In principle they are very close to classic puzzles. So, pret=
ty easy, a little bit tedious because of their size, but the geometry keeps=
the procedure interesting.=20
Comparing the depth of cuts in ET{7,3} and ET{3,7}, I wonder what's the uni=
t of depth. If the length of a side is the unit, then they have similar dep=
th. But I think a better comparison is to count the number of circles that =
each circle intersects with. So I would say ET {7,3}'s cuts are much shallo=
wer and therefore it has much less pieces. The same for the VT puzzles.
The ET{7,3} puzzle has stationary centers, rotation-only 2C edges, 3C corne=
rs and 1C triangles. The 1C triangles are in 21 orbits just like the corres=
ponding pieces in ET{3,7}. But here we have stationary centers as reference=
s, thus we don't need to deduce the global orientation. Also, after solving=
the 2C edges, the eight 1C triangles in each orbit must be in even permuta=
tion, making the situation easier than the regular helicopter cube.=20
They are overall easy puzzles and I love them. I do solve complicated puzzl=
es but I love the simple ones. Thanks.
Nan
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> Hi Nan,
>=20
> If you download the
> latest
> you'll now see vertex and edge turning versions of the {7,3}. They are q=
uite
> beautiful
20&dir=3Dasc>when
> scrambled.
>=20
> I picked depths that felt like a nice balance, but they can be changed. =
I
> made the ET slightly deeper than I did for the {3,7}. It seemed better t=
o
> do so in this case. I wonder if the {7,3} ET will also have some
> intriguing piece orbits, like you observed on the {3,7}.
>=20
> If you are interested in a more detailed write up on how to edit slicing
> circles and their depths, let me know. It requires hand editing the puzz=
le
> config files, but the format is pretty simple. It is based on discussion
> we had in the past - you can enter depths as multiples of
> incircles/circumcircles/edge lengths, or you can enter them as an absolut=
e
> distance.
>=20
> In any case, I am happy to configure files for any puzzles you describe,
> assuming MagicTile can support them.
>=20
> Roice
>=20
> P.S. This version also removes the duplicate color you found in the
> default settings. Thanks for noticing that :)
>=20
>=20
>=20
> On Mon, Nov 7, 2011 at 2:56 AM, Nan Ma
>=20
> >
> >
> > Hi Roice,
> >
> > About the Klein quartic, I'm curious if the vertex turning and edge
> > turning {7,3} can be made. They have less colors than the {3,7}
> > counterparts. So it should be easier to find pieces on them. Thanks.
> >
> > Nan
> >
>
From: Melinda Green <melinda@superliminal.com>
Date: Mon, 07 Nov 2011 22:41:25 -0800
Subject: Re: [MC4D] {7,3} vertex and edge turning puzzles
--------------020007010108090401040203
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Content-Transfer-Encoding: 7bit
How about a FT {7,3} IRP?
On 11/7/2011 5:16 PM, Roice Nelson wrote:
>
>
> Hi Nan,
> If you download the latest
>
> you'll now see vertex and edge turning versions of the {7,3}. They
> are quite beautiful
>
> when scrambled.
> I picked depths that felt like a nice balance, but they can be
> changed. I made the ET slightly deeper than I did for the {3,7}. It
> seemed better to do so in this case. I wonder if the {7,3} ET will
> also have some intriguing piece orbits, like you observed on the {3,7}.
> If you are interested in a more detailed write up on how to edit
> slicing circles and their depths, let me know. It requires hand
> editing the puzzle config files, but the format is pretty simple. It
> is based on discussion we had in the past - you can enter depths as
> multiples of incircles/circumcircles/edge lengths, or you can enter
> them as an absolute distance.
> In any case, I am happy to configure files for any puzzles you
> describe, assuming MagicTile can support them.
> Roice
>
> P.S. This version also removes the duplicate color you found in the
> default settings. Thanks for noticing that :)
>
> On Mon, Nov 7, 2011 at 2:56 AM, Nan Ma
>
>
>
> Hi Roice,
>
> About the Klein quartic, I'm curious if the vertex turning and
> edge turning {7,3} can be made. They have less colors than the
> {3,7} counterparts. So it should be easier to find pieces on them.
> Thanks.
>
> Nan
>
>
>
>
--------------020007010108090401040203
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
How about a FT {7,3} IRP?
On 11/7/2011 5:16 PM, Roice Nelson wrote:
cite="mid:CAEMuGXpj_uY7tgThWbjEPrNCnMw04s3KJz5emBJ-8C6aytbATg@mail.gmail.com"
type="cite">
latest, you'll now see vertex and edge turning versions of
the {7,3}. They are href="http://groups.yahoo.com/group/4D_Cubing/photos/album/1694853720/pic/104211987/view?picmode=&mode=tn&order=ordinal&start=1&count=20&dir=asc">quite
beautiful when scrambled.
be changed. I made the ET slightly deeper than I did for the
{3,7}. It seemed better to do so in this case. I wonder if the
{7,3} ET will also have some intriguing piece orbits, like you
observed on the {3,7}.
edit slicing circles and their depths, let me know. It requires
hand editing the puzzle config files, but the format is pretty
simple. It is based on discussion we had in the past - you can
enter depths as multiples of incircles/circumcircles/edge
lengths, or you can enter them as an absolute distance.
you describe, assuming MagicTile can support them.
in the default settings. Thanks for noticing that :)
wrote:
class="gmail_quote">
Hi Roice,
turning and edge turning {7,3} can be made. They have less
colors than the {3,7} counterparts. So it should be easier
to find pieces on them. Thanks.
--------------020007010108090401040203--
From: "schuma" <mananself@gmail.com>
Date: Tue, 08 Nov 2011 06:50:48 -0000
Subject: Re: {7,3} vertex and edge turning puzzles
Is there a {7,3} IRP?
--- In 4D_Cubing@yahoogroups.com, Melinda Green
>
> How about a FT {7,3} IRP?
>=20
From: "schuma" <mananself@gmail.com>
Date: Mon, 07 Nov 2011 23:03:30 -0800
Subject: Re: {7,3} vertex and edge turning puzzles
No, I was inquiring into the possibility of such a puzzle. I meant to
send privately to Roice because I didn't want to pressure him but I
screwed up.
I'm pretty sure there isn't a true {7,3} IRP though I hope that I am
wrong. I could however imagine a MagicTile version in which a {7,3}
texture could be mapped onto the VT {3,7} IRP surface to approximate
one. Seems doable though the real way to do this sort of thing might be
to map it onto a minimal curvature surface with the same topology. The
IRPs are interesting because they can be constructed using flat
polygonal faces but there are all sorts of crazy puzzles that become
possible without that constraint.
-Melinda
On 11/7/2011 10:50 PM, schuma wrote:
> Is there a {7,3} IRP?
>
> --- In 4D_Cubing@yahoogroups.com, Melinda Green
>> How about a FT {7,3} IRP?
From: Roice Nelson <roice3@gmail.com>
Date: Tue, 8 Nov 2011 17:35:22 -0600
Subject: Re: [MC4D] Re: {7,3} vertex and edge turning puzzles
--0015175df16209bf4204b141a047
Content-Type: text/plain; charset=ISO-8859-1
> The FT {7,3} is to the Rubik's cube as the VT {7,3} is to the Dino Cube
> (with stationary corners), as the ET {7,3} is to the helicopter cube (a
> better analog is TomZ's Curvy Copter).
>
Oh cool, makes me wonder if I should update the naming of these to reflect
these analogies. I welcome opinions (I'm also not up to speed on the
colorful names, and would appreciate a list if people did want them
displayed).
>
> Comparing the depth of cuts in ET{7,3} and ET{3,7}, I wonder what's the
> unit of depth. If the length of a side is the unit, then they have similar
> depth. But I think a better comparison is to count the number of circles
> that each circle intersects with. So I would say ET {7,3}'s cuts are much
> shallower and therefore it has much less pieces. The same for the VT
> puzzles.
>
Interesting. My previous comment was comparing cut depth based on the
length of an edge being the unit. On the ET{3,7}, the circle radius is 0.5
times the edge length. On the ET{7,3}, I made it 0.7 times the edge
length, so the latter is deeper in this sense. But the edge lengths are
not the same, and so this is maybe not the right way of looking at it.
I checked the circle radii using the distance metric in hyperbolic
geometry, and the situation is indeed the opposite from that perspective.
The ET{7,3} radius is about 0.40, and the ET{3,7} radius about 0.56. When
I looked at the puzzles again, it was obvious that the circles look bigger
in the ET{3,7}.
Consider the distance metric perspective of cut depth in the spherical
world... For a sphere of unit radius, a Megaminx will be less deep-cut
than a Rubik's Cube, because the {5,3} tiling for the dodecahedron must
have smaller polygons to fit on the sphere than the {4,3} tiling does. But
the puzzle difficulties are similar. Like you say, difficulty does seem to
be more a function of number of intersections between slicing circles
(rather than cut depth measured as an absolute distance in the relevant
geometry).
Btw, here is something that surprised me. {3,7} has a longer edge length
than {7,3}, so I wondered how the {3,5} and {5,3} compare. A guess might
be that the relationship is reversed because the geometries are different,
but the triangular {3,5} tiling wins out in spherical geometry too. I bet
it is the case that the edge length of {p,q} is always longer than
{q,p} when p < q.
>
> They are overall easy puzzles and I love them. I do solve complicated
> puzzles but I love the simple ones. Thanks.
>
You're welcome :) Glad you enjoyed them!
Roice
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der-left-width: 1px; border-left-style: solid;" class=3D"gmail_quote">
The FT {7,3} is to the Rubik's cube as the VT {7,3} is to the Dino Cube=
(with stationary corners), as the ET {7,3} is to the helicopter cube (a be=
tter analog is TomZ's Curvy Copter).
Oh cool, makes me wonder if I should update the naming of these to reflect =
these analogies.=A0 I welcome opinions (I'm also not up to speed on the=
colorful names, and would appreciate a list if people did want them displa=
yed). 1ex; border-left-color: rgb(204, 204, 204); border-left-width: 1px; border=
-left-style: solid;" class=3D"gmail_quote">
Comparing the depth of cuts in ET{7,3} and ET{3,7}, I wonder what's the=
unit of depth. If the length of a side is the unit, then they have similar=
depth. But I think a better comparison is to count the number of circles t=
hat each circle intersects with. So I would say ET {7,3}'s cuts are muc=
h shallower and therefore it has much less pieces. The same for the VT puzz=
les.
paring cut depth based on the length of an edge being the unit.=A0 On the E=
T{3,7}, the circle radius is 0.5 times the edge=A0length.=A0 On the ET{7,3}=
, I made it 0.7 times the edge length, so=A0the latter=A0is deeper in this =
sense.=A0 But the edge lengths are not the same,=A0and so=A0this is maybe n=
ot the right way=A0of=A0looking at it.=A0
n hyperbolic geometry, and the situation is indeed the opposite from that p=
erspective.=A0 The ET{7,3} radius is about 0.40, and the ET{3,7} radius abo=
ut 0.56.=A0 When I looked at the puzzles again, it was obvious that the cir=
cles look bigger in the ET{3,7}.
in the spherical world...=A0 For a sphere of unit radius, a Megaminx will b=
e less deep-cut than a Rubik's Cube, because the {5,3} tiling for the d=
odecahedron=A0must have smaller polygons to fit on the sphere than the {4,3=
} tiling does.=A0 But the puzzle difficulties are similar.=A0 Like you say,=
difficulty does seem to be more a function of number of intersections betw=
een slicing circles (rather=A0than cut depth measured as an absolute distan=
ce in the relevant geometry).
longer edge length than {7,3}, so I wondered how the {3,5} and {5,3} compa=
re.=A0 A guess might be that the relationship is reversed because the geome=
tries are different, but the triangular {3,5} tiling wins out in spherical =
geometry too.=A0 I bet it is the case that the edge length of {p,q} is alwa=
ys longer than {q,p}=A0when p < q. 1ex; border-left-color: rgb(204, 204, 204); border-left-width: 1px; border=
-left-style: solid;" class=3D"gmail_quote">
They are overall easy puzzles and I love them. I do solve complicated puzzl=
es but I love the simple ones. Thanks.
ou're welcome :)=A0 Glad you enjoyed them!
e
--0015175df16209bf4204b141a047--
--0015175df1629bee7804b141c4f1
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That's a really creative idea. When I first saw your suggestion, I had the
same question as Nan.
MagicTile can't support this with only via configuration at the moment. It
will take some code work, but I like the thought of trying to handle it in
the future.
Like the {3,7} puzzles, my bet is this IRP puzzle will not have the same
connection pattern between heptagonal faces that the current KQ puzzle has.
A further speculation is that although there might not be a {7,3} IRP that
fits into *R**3*, maybe there is one that fits into *R**4 *or something
else. In any case, I wouldn't be surprised if there is a different set of
2-dimensional IRPs that can work in 4-dimensional space, in a similar way
to the ones Melinda has enumerated for 3 dimensions.
Roice
P.S. Short implementation thoughts, probably just for me...
A longer term goal is to support truncated tilings (giving puzzles based on
uniform tilings, etc.). I'm not sure how it is going to evolve exactly, but
one approach would be to still have one texture mapped to each polygon in
the underlying regular tiling. It'd just be that the texture now contained
portions from multiple tiles instead of just one (e.g., a soccer ball
puzzle would have 32 faces, but only 20 textures). The {7,3} IRP could
potentially fit well into that piece of work. What I'm thinking is that the
code would handle this as a {3,7} tiling that is truncated all the way to
its dual.
Maybe the right solution for truncated tilings is still one texture per
face though, in which case this IRP could be harder to do...
On Tue, Nov 8, 2011 at 1:03 AM, Melinda Green
> No, I was inquiring into the possibility of such a puzzle. I meant to
> send privately to Roice because I didn't want to pressure him but I
> screwed up.
>
> I'm pretty sure there isn't a true {7,3} IRP though I hope that I am
> wrong. I could however imagine a MagicTile version in which a {7,3}
> texture could be mapped onto the VT {3,7} IRP surface to approximate
> one. Seems doable though the real way to do this sort of thing might be
> to map it onto a minimal curvature surface with the same topology. The
> IRPs are interesting because they can be constructed using flat
> polygonal faces but there are all sorts of crazy puzzles that become
> possible without that constraint.
>
> -Melinda
>
> On 11/7/2011 10:50 PM, schuma wrote:
> > Is there a {7,3} IRP?
> >
> > --- In 4D_Cubing@yahoogroups.com, Melinda Green
> >> How about a FT {7,3} IRP?
>
--0015175df1629bee7804b141c4f1
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, I had the same question as Nan.
;t support this with only via configuration at the moment.=A0 It will take =
some code work, but I like the thought of trying to handle it in the future=
.=A0
ot=A0have the same connection pattern=A0between heptagonal faces that the c=
urrent KQ puzzle has.
although there might not be a {7,3} IRP that fits into R<=
font size=3D"2">3, maybe there is one that fits into trong>R4 or something =
else.=A0 In any case, I wouldn't be surprised if there=A0is a=A0differe=
nt set of 2-dimensional IRPs that can work in 4-dimensional space, in a sim=
ilar way to the ones Melinda has enumerated for 3 dimensions.
ust for me...
A longer term goal=A0is to support truncated ti=
lings (giving puzzles based on uniform tilings, etc.). I'm not sure ho=
w it is going to evolve exactly, but one approach would be to still have on=
e=A0texture mapped to each polygon in the underlying regular tiling.=A0 It&=
#39;d just be that the texture now contained portions from multiple tiles i=
nstead of just one (e.g., a soccer ball puzzle would have 32 faces, but onl=
y 20 textures).=A0 The {7,3} IRP could potentially fit well into that piece=
of work. What I'm thinking is that the code would=A0handle this as a =
{3,7} tiling that is=A0truncated all the way to its dual.=A0
one texture per face though, in which case this IRP could be harder to do..=
.
=A0
011 at 1:03 AM, Melinda Green <da@superliminal.com" target=3D"_blank">melinda@superliminal.com>an> wrote:eft-color: rgb(204, 204, 204); border-left-width: 1px; border-left-style: s=
olid;" class=3D"gmail_quote">No, I was inquiring into the possibility of su=
ch a puzzle. I meant to
send privately to Roice because I didn't want to pressure him but I
screwed up.
I'm pretty sure there isn't a true {7,3} IRP though I hope that I a=
m
wrong. I could however imagine a MagicTile version in which a {7,3}
texture could be mapped onto the VT {3,7} IRP surface to approximate
one. Seems doable though the real way to do this sort of thing might be
to map it onto a minimal curvature surface with the same topology. The
IRPs are interesting because they can be constructed using flat
polygonal faces but there are all sorts of crazy puzzles that become
possible without that constraint.
-Melinda
On 11/7/2011 10:50 PM, schuma wrote:
> Is there a {7,3} IRP?
>
> --- In =
4D_Cubing@yahoogroups.com, Melinda Green<melinda@...> =A0wrote:r>
>> How about a FT {7,3} IRP?
--0015175df1629bee7804b141c4f1--
Maybe another possibility is to use ceased heptagons, just like this one:
This photo is from a long webpage by Gerard Westendorp. If you go to
a little bit, you can find the discussion about it where he considered dif=
ferent ways to "glue" the cardboard model. One way results in Klein Quartic=
. Another way results in the dual of the {3,7} IRP that we have in MagicTil=
e. There are even more ways resulting in other {7,3} with other connectivit=
y. I need to catch up on math but it looks interesting.
Some experience about solving IRP puzzles:
I've solved three simple IRP puzzles. For each of them, I solved it in two =
ways: the "show as IRP" option true and false. I found solving in the IRP v=
iew more challenging than in the Poincare disk (PD) view, because (1) in PD=
I can see everything but in IRP I can only see about half; (2) in IRP the =
pieces with best visibility are on boundary, but some of them are truncated=
; (3) when I'm making a turn sometimes the face that I need to click on is =
facing the other direction. Sometimes I have to carefully adjust the viewpo=
int and click on some inside faces. Because of the above reasons, I always =
first look at the puzzle with the IRP view off to study it, before turning =
on the IRP.=20
Nan
--- In 4D_Cubing@yahoogroups.com, Roice Nelson
>
> That's a really creative idea. When I first saw your suggestion, I had t=
he
> same question as Nan.
>=20
> MagicTile can't support this with only via configuration at the moment. =
It
> will take some code work, but I like the thought of trying to handle it i=
n
> the future.
>=20
> Like the {3,7} puzzles, my bet is this IRP puzzle will not have the same
> connection pattern between heptagonal faces that the current KQ puzzle ha=
s.
>=20
> A further speculation is that although there might not be a {7,3} IRP tha=
t
> fits into *R**3*, maybe there is one that fits into *R**4 *or something
> else. In any case, I wouldn't be surprised if there is a different set o=
f
> 2-dimensional IRPs that can work in 4-dimensional space, in a similar way
> to the ones Melinda has enumerated for 3 dimensions.
>=20
> Roice
>=20
>=20
> P.S. Short implementation thoughts, probably just for me...
>=20
> A longer term goal is to support truncated tilings (giving puzzles based =
on
> uniform tilings, etc.). I'm not sure how it is going to evolve exactly, b=
ut
> one approach would be to still have one texture mapped to each polygon in
> the underlying regular tiling. It'd just be that the texture now contain=
ed
> portions from multiple tiles instead of just one (e.g., a soccer ball
> puzzle would have 32 faces, but only 20 textures). The {7,3} IRP could
> potentially fit well into that piece of work. What I'm thinking is that t=
he
> code would handle this as a {3,7} tiling that is truncated all the way to
> its dual.
>=20
> Maybe the right solution for truncated tilings is still one texture per
> face though, in which case this IRP could be harder to do...
>=20
>=20
> On Tue, Nov 8, 2011 at 1:03 AM, Melinda Green
>=20
> > No, I was inquiring into the possibility of such a puzzle. I meant to
> > send privately to Roice because I didn't want to pressure him but I
> > screwed up.
> >
> > I'm pretty sure there isn't a true {7,3} IRP though I hope that I am
> > wrong. I could however imagine a MagicTile version in which a {7,3}
> > texture could be mapped onto the VT {3,7} IRP surface to approximate
> > one. Seems doable though the real way to do this sort of thing might be
> > to map it onto a minimal curvature surface with the same topology. The
> > IRPs are interesting because they can be constructed using flat
> > polygonal faces but there are all sorts of crazy puzzles that become
> > possible without that constraint.
> >
> > -Melinda
> >
> > On 11/7/2011 10:50 PM, schuma wrote:
> > > Is there a {7,3} IRP?
> > >
> > > --- In 4D_Cubing@yahoogroups.com, Melinda Green
> > >> How about a FT {7,3} IRP?
> >
>
--3-1584983326-4680722130=:6
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Content-Transfer-Encoding: quoted-printable
Today I visited MSRI to see this sculpture of the Klein Quartic
in Magic Tile. The main part of the sculpture is a folded version of it,
which has 24 curved heptagons.
Nan
--- In 4D_Cubing@yahoogroups.com, "schuma"
>
> Maybe another possibility is to use ceased heptagons, just like this
one:
>
>
>
> This photo is from a long webpage by Gerard Westendorp. If you go to
scroll UPWARD a little bit, you can find the discussion about it where
he considered different ways to "glue" the cardboard model. One way
results in Klein Quartic. Another way results in the dual of the {3,7}
IRP that we have in MagicTile. There are even more ways resulting in
other {7,3} with other connectivity. I need to catch up on math but it
looks interesting.
>
> Some experience about solving IRP puzzles:
>
> I've solved three simple IRP puzzles. For each of them, I solved it in
two ways: the "show as IRP" option true and false. I found solving in
the IRP view more challenging than in the Poincare disk (PD) view,
because (1) in PD I can see everything but in IRP I can only see about
half; (2) in IRP the pieces with best visibility are on boundary, but
some of them are truncated; (3) when I'm making a turn sometimes the
face that I need to click on is facing the other direction. Sometimes I
have to carefully adjust the viewpoint and click on some inside faces.
Because of the above reasons, I always first look at the puzzle with the
IRP view off to study it, before turning on the IRP.
>
> Nan
>
>
> --- In 4D_Cubing@yahoogroups.com, Roice Nelson roice3@ wrote:
> >
> > That's a really creative idea. When I first saw your suggestion, I
had the
> > same question as Nan.
> >
> > MagicTile can't support this with only via configuration at the
moment. It
> > will take some code work, but I like the thought of trying to handle
it in
> > the future.
> >
> > Like the {3,7} puzzles, my bet is this IRP puzzle will not have the
same
> > connection pattern between heptagonal faces that the current KQ
puzzle has.
> >
> > A further speculation is that although there might not be a {7,3}
IRP that
> > fits into *R**3*, maybe there is one that fits into *R**4 *or
something
> > else. In any case, I wouldn't be surprised if there is a different
set of
> > 2-dimensional IRPs that can work in 4-dimensional space, in a
similar way
> > to the ones Melinda has enumerated for 3 dimensions.
> >
> > Roice
> >
> >
> > P.S. Short implementation thoughts, probably just for me...
> >
> > A longer term goal is to support truncated tilings (giving puzzles
based on
> > uniform tilings, etc.). I'm not sure how it is going to evolve
exactly, but
> > one approach would be to still have one texture mapped to each
polygon in
> > the underlying regular tiling. It'd just be that the texture now
contained
> > portions from multiple tiles instead of just one (e.g., a soccer
ball
> > puzzle would have 32 faces, but only 20 textures). The {7,3} IRP
could
> > potentially fit well into that piece of work. What I'm thinking is
that the
> > code would handle this as a {3,7} tiling that is truncated all the
way to
> > its dual.
> >
> > Maybe the right solution for truncated tilings is still one texture
per
> > face though, in which case this IRP could be harder to do...
> >
> >
> > On Tue, Nov 8, 2011 at 1:03 AM, Melinda Green melinda@wrote:
> >
> > > No, I was inquiring into the possibility of such a puzzle. I meant
to
> > > send privately to Roice because I didn't want to pressure him but
I
> > > screwed up.
> > >
> > > I'm pretty sure there isn't a true {7,3} IRP though I hope that I
am
> > > wrong. I could however imagine a MagicTile version in which a
{7,3}
> > > texture could be mapped onto the VT {3,7} IRP surface to
approximate
> > > one. Seems doable though the real way to do this sort of thing
might be
> > > to map it onto a minimal curvature surface with the same topology.
The
> > > IRPs are interesting because they can be constructed using flat
> > > polygonal faces but there are all sorts of crazy puzzles that
become
> > > possible without that constraint.
> > >
> > > -Melinda
> > >
> > > On 11/7/2011 10:50 PM, schuma wrote:
> > > > Is there a {7,3} IRP?
> > > >
> > > > --- In 4D_Cubing@yahoogroups.com, Melinda Green
wrote:
> > > >> How about a FT {7,3} IRP?
> > >
> >
>
--3-1584983326-4680722130=:6
Content-Type: text/html; charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable
Today I visited MSRI to see ing/photos/album/1962624577/pic/1675084071/view">this sculpture of the Klei=
n Quartic. The base is a {7,3} in the Poincare Disk view just like in M=
agic Tile. The main part of the sculpture is a folded version of it, which =
has 24 curved heptagons.
Nan
--- In 4D_Cubing@yahoogroups.com=
, "schuma" <mananself@...> wrote:
>
> Maybe another possi=
bility is to use ceased heptagons, just like this one:
>
> <=
;http://westy31.home.xs4all.nl/Geometry/KleinHoles.jpg>
>
>=
This photo is from a long webpage by Gerard Westendorp. If you go to <h=
ttp://westy31.home.xs4all.nl/Geometry/Geometry.html#constant> and scroll=
UPWARD a little bit, you can find the discussion about it where he conside=
red different ways to "glue" the cardboard model. One way results in Klein =
Quartic. Another way results in the dual of the {3,7} IRP that we have in M=
agicTile. There are even more ways resulting in other {7,3} with other conn=
ectivity. I need to catch up on math but it looks interesting.
>
=
> Some experience about solving IRP puzzles:
>
> I've solve=
d three simple IRP puzzles. For each of them, I solved it in two ways: the =
"show as IRP" option true and false. I found solving in the IRP view more c=
hallenging than in the Poincare disk (PD) view, because (1) in PD I can see=
everything but in IRP I can only see about half; (2) in IRP the pieces wit=
h best visibility are on boundary, but some of them are truncated; (3) when=
I'm making a turn sometimes the face that I need to click on is facing the=
other direction. Sometimes I have to carefully adjust the viewpoint and cl=
ick on some inside faces. Because of the above reasons, I always first look=
at the puzzle with the IRP view off to study it, before turning on the IRP=
.
>
> Nan
>
>
> --- In 4D_Cubing@yahoogro=
ups.com, Roice Nelson roice3@ wrote:
> >
> > That's a rea=
lly creative idea. When I first saw your suggestion, I had the
> >=
; same question as Nan.
> >
> > MagicTile can't support =
this with only via configuration at the moment. It
> > will take =
some code work, but I like the thought of trying to handle it in
> &g=
t; the future.
> >
> > Like the {3,7} puzzles, my bet is=
this IRP puzzle will not have the same
> > connection pattern bet=
ween heptagonal faces that the current KQ puzzle has.
> >
>=
> A further speculation is that although there might not be a {7,3} IRP=
that
> > fits into *R**3*, maybe there is one that fits into *R**=
4 *or something
> > else. In any case, I wouldn't be surprised if=
there is a different set of
> > 2-dimensional IRPs that can work =
in 4-dimensional space, in a similar way
> > to the ones Melinda h=
as enumerated for 3 dimensions.
> >
> > Roice
> &g=
t;
> >
> > P.S. Short implementation thoughts, probably=
just for me...
> >
> > A longer term goal is to support=
truncated tilings (giving puzzles based on
> > uniform tilings, e=
tc.). I'm not sure how it is going to evolve exactly, but
> > one =
approach would be to still have one texture mapped to each polygon in
&g=
t; > the underlying regular tiling. It'd just be that the texture now c=
ontained
> > portions from multiple tiles instead of just one (e.g=
., a soccer ball
> > puzzle would have 32 faces, but only 20 textu=
res). The {7,3} IRP could
> > potentially fit well into that piec=
e of work. What I'm thinking is that the
> > code would handle thi=
s as a {3,7} tiling that is truncated all the way to
> > its dual.=
> >
> > Maybe the right solution for truncated tilings =
is still one texture per
> > face though, in which case this IRP c=
ould be harder to do...
> >
> >
> > On Tue, No=
v 8, 2011 at 1:03 AM, Melinda Green melinda@wrote:
> >
> &g=
t; > No, I was inquiring into the possibility of such a puzzle. I meant =
to
> > > send privately to Roice because I didn't want to press=
ure him but I
> > > screwed up.
> > >
> > =
> I'm pretty sure there isn't a true {7,3} IRP though I hope that I amr>> > > wrong. I could however imagine a MagicTile version in whic=
h a {7,3}
> > > texture could be mapped onto the VT {3,7} IRP s=
urface to approximate
> > > one. Seems doable though the real w=
ay to do this sort of thing might be
> > > to map it onto a min=
imal curvature surface with the same topology. The
> > > IRPs a=
re interesting because they can be constructed using flat
> > >=
polygonal faces but there are all sorts of crazy puzzles that become
&g=
t; > > possible without that constraint.
> > >
> &g=
t; > -Melinda
> > >
> > > On 11/7/2011 10:50 PM,=
schuma wrote:
> > > > Is there a {7,3} IRP?
> > &g=
t; >
> > > > --- In 4D_Cubing@yahoogroups.com, Melinda Gr=
een<melinda@> wrote:
> > > >> How about a FT {7,3}=
IRP?
> > >
> >
>
--3-1584983326-4680722130=:6--
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Cool!
Wherever did you find it?!
On 11/9/2011 3:16 PM, schuma wrote:
>
>
> Today I visited MSRI to see this sculpture of the Klein Quartic
>
> The base is a {7,3} in the Poincare Disk view just like in Magic Tile.
> The main part of the sculpture is a folded version of it, which has 24
> curved heptagons.
--------------080902040609040404040503
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
http-equiv="Content-Type">
Cool!
Wherever did you find it?!
On 11/9/2011 3:16 PM, schuma wrote:
Today I visited MSRI to see href="http://groups.yahoo.com/group/4D_Cubing/photos/album/1962624577/pic/1675084071/view">this
sculpture of the Klein Quartic. The base is a {7,3} in the
Poincare Disk view just like in Magic Tile. The main part of the
sculpture is a folded version of it, which has 24 curved
heptagons.
--------------080902040609040404040503--
I heard about it in many different places where people talked about Klein Q=
uartic. Its location is in a patio of Mathematical Sciences Research Instit=
ute(MSRI), which is located on the hill overlooking Berkeley.=20
--- In 4D_Cubing@yahoogroups.com, Melinda Green
>
> Cool!
> Wherever did you find it?!
>=20
> On 11/9/2011 3:16 PM, schuma wrote:
> >
> >
> > Today I visited MSRI to see this sculpture of the Klein Quartic=20
> >
> > The base is a {7,3} in the Poincare Disk view just like in Magic Tile.=
=20
> > The main part of the sculpture is a folded version of it, which has 24=
=20
> > curved heptagons.
>