Earlier quoted context omitted.
Unless 3d space is 'wrinkled'; in 4D you could travel straight there. Imagine a crumpled sheet - the 2D traveler would have to trace a route through all the convolutions to reach the other end of the sheet. The 3D traveler may only have inches to go. 'A Wrinkle in Time' was a story about this.
You'd just have to hope that the place you want to go to is wrinkled up so that it's next to you, and not still far away.
How to walk through walls using the 4th dimension [video]
31–40 of 99 posts
Re: How to walk through walls using the 4th dimension [video]
#32I was really hoping for a continuous (rather than discrete) fourth dimension. The concept is cool and looks to be well executed, but it's not very different from other alternate reality implementations such as the Dark World in Legend of Zelda.
There are **infinitely** many 3D worlds stacked on top of
each other, even if in the Wall level the ground texture
makes it seem like there are only two.Re: How to walk through walls using the 4th dimension [video]
#33Re: How to walk through walls using the 4th dimension [video]
#34Earlier quoted context omitted.
Some rubble fell to the side, along the 4th axis. This is a 4th spatial dimension, not time.
But the fourth dimension is timespace, is it not? At least that was what I gathered from Special and General Relativity and the relativity of simultaneity. X^t, Y^t, Z^t?
We could also have multi-dimension time dimensions as well. The idea of parallel universes where at least one decision is made differently from our own could instead be different dimensions of time. Move to the left or right in time and experience different choices as opposed to only going forward as I assume most of us do now. :D
Re: How to walk through walls using the 4th dimension [video]
#35Re: How to walk through walls using the 4th dimension [video]
#36If this topic interests you, you should definitely check "Imagining the Tenth Dimension" https://www.youtube.com/watch?v=zqeqW3g8N2Q
Re: How to walk through walls using the 4th dimension [video]
#37The game looks fascinating. I'm still trying to get my had around the analogies, but get the feeling that playing the game for real will bring a level of intuition to the experience. In the meanwhile, can anyone help me out? In the 2D->3D example, you have one shared axis (Z -- vertical), and an alternating pair for the second axis (X and Y -- horizontal). In effect, from the 2D character's point of view, 'jumping' i…
So, in the video. The Z axis doesn't change (up and down) so that's one axis. The other one that doesn't change is at a 45 degree angle from lower left to upper right. Watch the tree: it is just as wide along this axis as it was before. Everything else sort of smoooshes around but that plane stays the same.
I suggest interested people check out adanaxis, a 4D space shooter. It's not particularly playable, but it is true four-dimensional space with four-dimensional spaceships zipping around.
Re: How to walk through walls using the 4th dimension [video]
#38Earlier quoted context omitted.
Some rubble fell to the side, along the 4th axis. This is a 4th spatial dimension, not time.
But the fourth dimension is timespace, is it not? At least that was what I gathered from Special and General Relativity and the relativity of simultaneity. X^t, Y^t, Z^t?
Re: How to walk through walls using the 4th dimension [video]
#394D objects projected into 3D space would be warped in "the same way" that a map is warped projecting the globe onto a plane. 4D objects would be warped projecting into 3D which would then be warped as it was projected into 2D.
It would be worse than the way that Iceland looks bigger than North America on some maps.
This is really inventive game play, so I'm not slagging it off. I'm just saying that the "4D" explanation is more of a metaphor than a real geometric projection.
Re: How to walk through walls using the 4th dimension [video]
#40Earlier quoted context omitted.
That would be really cool. The mathematics involved don't seem too difficult; you have to add another axis to your vectors, points, and transform matrices, and you can place and orient your models in 4D space, set up lights and a camera in 4D space, and project the camera's view into 3D space first then onto the 2D display. I think the hard part is creating the models and writing the rendering engine. Creating 4D mod…
This is something I've been working on as a side-project on and off for a while. It's complicated by the fact that every existing engine is built around the assumption that you only want to use 3 dimensions, not four, and not arbitrarily many, so I've been pretty much writing everything from scratch (and very limited GPU acceleration, as you said, because GPUs also assume 2 or 3D). So far, I'm punting on model buildi…