Klitzing wrote:gonegahgah wrote:Hi Keiji, worlds in a 4D world would probably have 2 axis of rotation wouldn't they?
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Wrong. A rotation within 4D is still 2D, thus the perpendicular space would be 2D as well. Sure you could use 2 axis to span that subspace. But any other such 2 axis in that space would serve as well. So it is wrong that there are 2 axis for a rotation in 4D. But there is a 2D subspace, orthogonal to which any rotation in 4D would act.[...]
I always tell people that rotation is best understood not as motion "around an axis", but rather "circular motion in a 2D plane".
The whole concept of a rotational axis only works in 3D. In 2D, there's no such thing as a rotational axis: there are only stationary points ("centers of rotations", if you will). In 4D, there aren't any rotational axes either; rather, there are stationary planes around which the rotation happens. Due to the difficulty of us 3D-centric beings comprehending such a foreign concept as rotation "around a plane", I think it's better to understand rotation in N dimensions as happening in a 2D plane. So instead of speaking of rotational axes, we should speak of rotational
planes (that is, 2D planes, not (n-1)D, which is something else in general). This approach to understanding rotations generalizes easily across all dimensions.
To be precise, though, rotations in 2D planes are only "plane rotations"; in 4D and above, you can have other types of more complicated rotations. However, the good news is that all of them can be decomposed into some number of simultaneous plane rotations, so by grasping the concept of a plane rotation, we can easily deal with these more complex rotations. The 4D clifford rotation is a classic example: two plane rotations that happen simultaneously in mutually-orthogonal planes (e.g. XY and ZW). The rates of rotation are independent of each other, and can freely vary (unlike in 3D, where trying to apply a second plane rotation to a rotating object merely combines the two into another (oblique) plane rotation).
So coming back to planetary motion: in 4D, planets would be able to rotate simultaneously in two orthogonal planes. But as wendy has mentioned many times, inertia / tidal forces will eventually cause the two rotations to equalize into a double-rotation, in which both rates of rotation are equal. So one would expect that after the initial formation of a planet, its initial rotation (which will most likely be two simultaneous rotations at two different rates) will settle into a double-rotation.
Additionally, relative to a star that the planet is orbiting, the planet would tend to orbit in a boring ole circular orbit (if we pretend that such orbits are stable -- unfortunately they aren't, so 4D planetary systems do not last, but since nobody has found an alternative stable planetary system yet, we can for the time being pretend that we have a perfect circular orbit which is at least stable in theory). Why not more interesting orbital paths? Consider: if 4D physics look anything like 3D physics, then in a planetary system one would have, in the simplest case, a central star and an orbiting planet. This planet would have some kind of initial direction of motion, it doesn't matter what the direction is. First, it should be clear that this direction should be perpendicular from the star-to-planet vector, since if it's not, the planet would be in an unstable path that will either spiral inwards to the star, ending in a fiery collision, or spiral outwards away from the star, causing the planet eventually to escape the gravity of the star and fly out into cold, dead outer space. So we have a single star-to-planet vector, and another vector, the planet's initial motion, perpendicular to this vector. These two vectors define a 2D plane in which the planet will move -- there's nothing in the system that will cause the planet to move outside of this plane, no matter what its initial direction is. Choosing a different initial direction merely causes the motion to be in a different 2D plane, but it's still a 2D plane.
So, sadly, if planetary motion exists in 4D it can only be a boring ole circle, in spite of the additional degrees of freedom conferred by the ambient 4D space. Even more sadly, it can't even deviate from this circle -- unlike 3D where elliptical orbits are the norm, in 4D anything that isn't a perfectly circular orbit is unstable, and will either cause the planet to collide with the star or fly off into outer space. In this sense, 3D is more interesting than 4D, 'cos it allows for interesting orbital motions that are non-circular yet stable across vast periods of time.
Of course, all of this assumes that orbital systems in 4D are adequately modelled by the 2-body system of 1 star and 1 planet. The calculations are too complex to work with if more than 1 planet is present (even in the 3D case, there is no analytical solution for the 3-body problem that converges fast enough to be practically useful -- adding a 3rd orbiting body into the system causes a quantum leap in its complexity), and, lacking any observable 4D planetary systems, we really don't have any clue as to where to even begin to look for possible stable orbiting structures. It's clear, though, that in the vast space of possibilities, most of them are unstable -- the sensitivity of stable orbits in 4D to perturbations is basically infinite: a single speck of dust falling onto the planet from space could mean the difference between a planet that survives long enough for life to exist and a planet that dies a fiery death by colliding with the star, or a cold dead planet that escaped its parent star and thus receives no energy input to sustain any form of life. Given the vastly greater number of parameters in 4D to tweak, there are just so many more ways for things to go wrong, that it's doubtful whether any stable planetary system exists in 4D (besides the perfect circular orbit, which is impractical, as a single speck of dust would knock the planet into an unstable path -- and as our own Earth's history (or the surface of the Moon, for that matter) tells us, far larger things than specks of dust collide with orbiting bodies all the time).