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.
How to walk through walls using the 4th dimension [video]
51–60 of 99 posts
Re: How to walk through walls using the 4th dimension [video]
#52Earlier 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.
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]
#53If 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.
Re: How to walk through walls using the 4th dimension [video]
#54I 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…
Re: How to walk through walls using the 4th dimension [video]
#55Re: How to walk through walls using the 4th dimension [video]
#56Earlier 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"…
Re: How to walk through walls using the 4th dimension [video]
#57I'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?
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]
#58I 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.
Re: How to walk through walls using the 4th dimension [video]
#59Earlier 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.
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]
#60Earlier 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…
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.