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How to walk through walls using the 4th dimension [video]

marctenbosch.com

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Re: How to walk through walls using the 4th dimension [video]

#51
post #46

Earlier quoted context omitted.

Would something like an Oculus Rift VR help reduce the number of projections from being "4D->2D" to be "4D->3D"?

No, Oculus Rift's screens are still 2D surfaces.

Sure, but at least you get stereo vision and headtracking that makes it less obvious you're just looking at a flat screen showing a mono projection?

Re: How to walk through walls using the 4th dimension [video]

#52
post #26

Earlier 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…

What would the 4th dimension coordinate of your models even represent, though? I'm having trouble wrapping my head around it.

It's naturally confusing, because a 4th spatial dimension isn't something we naturally experience. We can't really say what it represents because it's not real... it's not a model of reality.

We see in 2 dimensions and we infer the third from various cues. (The quote that we are "dimly aware of a fourth", which you may have heard, refers to time and is a different issue than a fourth spatial dimension.)

We have three dimensions, all orthogonal to each other. We can translate, rotate, and project things in between them.

So all we can do is apply those same principles and see what comes out - we shouldn't expect it to match anything recognizeable though.

Re: How to walk through walls using the 4th dimension [video]

#53
post #36
post #33

If this topic interests you, you should definitely check "Imagining the Tenth Dimension" https://www.youtube.com/watch?v=zqeqW3g8N2Q

That video is incoherent nonsense, especially from the '5th dimension' and onwards, and in no way resembles the modern understanding of dimensions in physics or mathematics. I wouldn't bother watching it except for entertainment.

Thanks for setting the record straight. The video looked interesting and coherent for layman like myself (gotta admit though I only watched at first the older version that didn't mention quantum mechanics), but I never cared to check what real physicist made of it. Gotta love physics stack exchange!

Re: How to walk through walls using the 4th dimension [video]

#54

I 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.

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…

There are some simple games like that. 4d mazes, 4d tetris, 4d pong, etc. The problem is it's pretty impossible for people to wrap their mind around it, and it doesn't project very well on 2d screens. Research has shown that people don't get better at it with practice either.

Re: How to walk through walls using the 4th dimension [video]

#55
People use 4D to go through walls all the time, when those walls take the form of sliding doors. They stand in one place in space, in front of the door, while naturally moving forward in the fourth dimension (time) to arrive to a slice of space-time in which the door isn't there. In this range of space-time they traverse space by a small distance (a meter or two), and also slip forward in time by a several seconds (which is not long enough to leave this special range of space-time). By so doing, they reach a point in space on the other side of where the door was. Then they slip forward in time again, to a time when the door is there again, at which time they smugly find themselves on the other side of the door.

Re: How to walk through walls using the 4th dimension [video]

#56
post #28
post #26

Earlier quoted context omitted.

What would the 4th dimension coordinate of your models even represent, though? I'm having trouble wrapping my head around it.

Mathematically, they're identical to any other dimension. You can move a little bit into a fourth dimension just like moving a little bit left-to-right. Or you can rotate things around the fourth axis just like turning something clockwise. In the case of this game, he only shows a 2D projection of a 3D cross-section of a 4D world, so that might be adding to the confusion. What you see in the video is only 3D "slices"…

One of the axes introduced by the fourth dimension. There are 3 in 3D, 6 in 4D. XYZ space has axes perpenicular to the planes xy, xz, yz. WXYZ space has axes perpendicular to the planes xy, xz, xw, yz, yw, zw.

Re: How to walk through walls using the 4th dimension [video]

#57

I've been getting progressively more excited about Miegakure over the past year, but I haven't heard anyone who's played the game talk about how easy it is to "grok". Does moving between dimensions become intuitive over time? Or do you always have to consciously think about what you're doing?

I think it would become intuitive if there was some way to plug 4th dimension in our senses.

Have you read stories about people who implant magnets? After a while they develop a sense of direction. Brain adapts to new signals and starts to interpret them.

Different example, I remember reading about experiment where people had to wear glasses that flip the picture upside down. After not too long time they adapted and saw things normally. And everything would be upside down when taking the glasses off.

Yet another example is asking blind people what they see. They don't see black or grey, the sense of vision simply isn't there. Like our sense of 4th dimension isn't there.

So, one thing to try would be to give us sense of rotation and acceleration in 4th dimension and see how it goes. Next, maybe, a new "color channel" for our vision, and let the brain figure out how to represent it "internally".

Re: How to walk through walls using the 4th dimension [video]

#58

I 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.

The game is actually completely continuous. The crazy deforming shape at the beginning of the trailer is a 3D slice of an object called a 120-Cell, which is a true 4D shape.

Re: How to walk through walls using the 4th dimension [video]

#59

Earlier 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…

There are some simple games like that. 4d mazes, 4d tetris, 4d pong, etc. The problem is it's pretty impossible for people to wrap their mind around it, and it doesn't project very well on 2d screens. Research has shown that people don't get better at it with practice either.

I'm going to google around for this, but do you have any links to the research off hand? I'd be interested in seeing it.

My favorite 2048 variation was the 4D version. It was trippy but I felt like I got my head around that. I think it was because the game rules were so simple that instead of trying to visualize what was going on, my brain just accepted the patterns.

Re: How to walk through walls using the 4th dimension [video]

#60

Earlier 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…

I would just avoid the rotation issue. Time works as a 4th dimension so if you have a charter that can flow backward or forward in time you can 'solve' 4d mazes without major issues. From a game-play perspective plenty of games have you vary limited control over time but you could make some vary interesting puzzles with full control.

EX: walls in the way. Walls gone but cave collapses. .

Or simply let you flip times direction. Going vary slow or backward prevents changing things, but you get to move. So, you might be able to for example walk on water when moving backward in time etc.

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