Auden wrote:p 38: You talk about not having a name in the English language for the (2D) shoreline in 4D (as opposed to "line"). Geometrically, is it not a surface? Or do you feel that that word has been overly imbued with the idea of a physical object as opposed to a set of locations(points)? (The non math world so often wreaks havoc on words, but I still like to use them(!)) Really, even in 3D, a shoreline technically isn't a line ether. More of just a path. I wonder if the more general term of "boundary" might be what you're reaching for. (I still want to call it a surface though.)
Reading further, you describe this partition as something we don't have in 3D, but I'd say we have it in spades, just not as a shoreline. Any time we have two distinct 3D bodies of matter (that don't mix) coming into contact with each other in that "smashed up against" way you mentioned, we get that. Dig into the dirt and hit a layer of rock, there's a surface in between. Pour water into a glass of oil, etc. If I'm reading something and the author says we don't have something in our world (and I disagree) and so they're going to use a word that has a 1D meaning but just stick "2D" in front of it, that's sort of going to use up some points with me as a reader. Too many of those and inclination to keep reading wills start to erode.
Again though, I'm new here, and I could be missing something about the culture and language that has grown around and within 4D (yikes pls excuse the failed pun->) circles. So I may be missing something, and if I am, I'm sorry for that, and for my intense wiring and delivery, which, as far as I can tell, is a permanent feature.
Auden wrote:p39: When you say a 3D 10-mile shoreline might be 10 square miles in 4D, is there a reason you're using a mile in the ana/kata dimension to arrive at your rule of thumb? My mind first went to 100 square miles, figuring the default estimate for the measurement in the ana/kata dimension would just be to match the original length in 3D.
quickfur wrote:Some further thoughts about body plans:
In 4D, having two perpendicular pairs of shoulders are not a problem for embracing at all. Imagine the body of a 4D person as approximately a spherinder. Reserve the front and back for ... well, the front and back, which leaves an approximately cylindrical cross-section where shoulders may be attached. So say we attach 4 arms on the corners of a square, around the rim of this cylinder. The 4D body can rotate around axis of this cylinder without changing the orientation of the front/back axis, so two embracing persons could simply rotate slightly relative to each other (22.5°) and the shoulders of one person would be in between the shoulders of the other, and they would still be chest-to-chest. No trouble at all.
quickfur wrote:Now about beasts: 6 legs seem to be the optimal number for stability and economy. The question is, how should they be oriented? In the document it's proposed that there are two front legs and two hind legs, with two middle legs in perpendicular orientation for stability. That's an octahedral arrangement, with two opposite edges aligned to the front/back of the creatue. Other orientations are possible, though. One possibility is to align one leg to front, one to the back, and have 4 on the sides. This seems a little awkward for walking, though. Another possibility is to orient three legs in the front and three in the back, i.e., a triangular antiprism. (Alternatively, a triangular prism would also work, a non-octahedral arrangement.) The triangular prism/antiprism configuration would seem ideal for galloping, so I'd imagine that equine beasts would have this arrangement of limbs. Slow-moving animals like cows would prefer a more stable arrangement; the 2-front, 2-back, 2-middle arrangement proposed by the document seems to be a good solution.
quickfur wrote:Another interesting possibility is 4 legs, but not in a square formation; instead, in a tetrahedral / disphenoid arrangement, with a pair of legs in the front and another in the back rotated 90° relative to the front legs. This arrangement is the minimal for 4D stability, corresponding with a 5-cell, akin to the tripod arrangement in 3D (corresponding with the tetrahedron). Furthermore, the two back legs can cross over and land ahead of the front legs (i.e., inverting the tetrahedron / disphenoid), then the front legs cross over the back legs and land ahead of the back legs again. This sort of gait seems suitable for small animals like rabbits and squirrels, and having less limbs to maintain seems better suited for small animals with simpler body structures. So I'd venture to speculate that 4D rodents would have 4 legs in a disphenoid arrangement, and walk by crossing their hind legs ahead of their front legs. Such a gait is also suitable for scurrying away from predators and angry humans.Attach some sharp claws that can hold on to a wooden surface, and they could climb trees and furniture too.
quickfur wrote:Enjoyed the bit about spinning pizza dough. Just wanted to say that spinning 5D pizza dough would essentially amount to setting the dough in a 4D clifford rotation, so the pizza maker would have to spin it in two orthogonal planes simultaneously. Would take some skill, but I'd wager that with practice, this could be done easily. You'd see the dough spin in a Clifford isoclinic rotation, spreading outwards along the spiralling fibres of the Hopf fibration. The resulting dough would likely retain a spiralling texture, reflecting the fibers of the Hopf fibration. It'd have one of two orientations, corresponding with the two senses that an isoclinic could happen in ("left-handed" or "right-handed"). But this being 5D, you could simply flip it over to switch between orientations, something impossible in 4D. Perhaps there'd even be a 5D tradition where pizza is always made with the toppings on the left-handed side, and pizza made in the other orientation could be considered as a sign of inferiority or amateurism. Or perhaps there'd be a competition between the two schools of pizza-making, with one school insisting that left-handed pizza tastes better and the other school countering that right-handed pizza is more aesthetically-pleasing.
PatrickPowers wrote:[...]
Among living things here on 3D Earth we see an overwhelming preference for symmetrical pairs. I've gone with that. Partly it's for balance, partly its because it is far easier for a cell to divide into two copies than into three.
[...]
quickfur wrote:(Besides, I'm not 100% convinced about the efficiency argument; spiders have 8 limbs and get by just fine. Things like centipedes and millipedes have a lot more limbs and don't seem hampered by the energy required to maintain them.)
PatrickPowers wrote:[...]
Millipedes have maybe a hundred legs but they are very small. It's the total mass that matters when we consider the energy needed to maintain them, not the number. The angular inertia of their legs is low, so while slow their movement is efficient.
[...]
quickfur wrote:PatrickPowers wrote:[...]
Millipedes have maybe a hundred legs but they are very small. It's the total mass that matters when we consider the energy needed to maintain them, not the number. The angular inertia of their legs is low, so while slow their movement is efficient.
[...]
There's also another factor at work here. The mass of a body in 3D is approximately proportional to n3, but in 4D this would be n4. Meaning, legs will have to be stockier in order to carry this extra weight. Or bodies will have to be smaller, in general. But if legs are stockier, that means they are also more massive and expensive to maintain. Or, there could be more legs but each leg is thinner, then the weight can be spread across more legs. I didn't work this out precisely, but I think proportionally, this works out to be more efficient than to have a few huge, heavy legs. So I'd expect that as the number of dimensions increase, things would shift in favor of having more (but thinner) limbs.
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