wolfman wrote:In your post you say the tetracube is rotating IN the XW plane, but in your document you say it is rotating AROUND the XW plane. It appears to me the former is correct, i.e. it is rotating IN the XW plane and AROUND the YZ plane (since the y and z coordinates are unchanging).
pat wrote:I like your document alot.
I don't think I ever saw the original.
In the part about dimension analogy as it applies to retinas, you mention that only the front set of cells would get light. This is true. But, equally important, I think, is that a 2-D array is enough to get all of the light coming toward you. You are mentioning that your cells would block incoming light from reaching the other cells. But, even if the cells were semi-transparent, you'd gain no new information. The scene is only sending you enough light to make a 2-D picture.
One dimension is "spent" getting the light from the object to you. I think I would say something like "consider the line from your eye to a point that is reflecting light. If there is another point along this line that is also reflecting light, then either it blocks the light from the other, the other blocks the light from it, or (if the nearer is somewhat transparent) you see a combination of the colors still in that one point.
wendy wrote:I had a peek at quikfur's page on visualisations. I am very impressed.
At the moment, i am currently working on the wheel and its transformation into a rotationg earth. My visualisation pages are in the polygloss at my page.
polygloss: http://www.geocities.com/os2fan2/gloss/index.html
quickfur: http://eusebeia.dyndns.org/~hsteoh/4d/vis/vis.html
Just out of curiosity, do you have a version of the polygloss that uses the th digraph for thorn?
wendy wrote:Hi quickfurJust out of curiosity, do you have a version of the polygloss that uses the th digraph for thorn?
I've been thinking of compiling a th-version, raþer than the thorn version. I use thorns and long-s in my normal hand writing...
The change already exists, just requires two lines of code to be added.
pat wrote:WRT to the visualization of intersection of planes...
If you consider one facet of a hypercube as it intersects with our 3-space, then you've got (a portion of) the intersection of two hyperplanes: the hyperplane containing the facet and the hyperplane containing our 3-space.
wendy wrote:i normally use just the 27-letters and 12 numerals, although i have digits as far as 18 and down to -1. The Polygloss contains the 27-letter and twelve digits.
There are a few revived words in my vocab, along with some from german, such as "hight" = G heiße. rath is fast (in the sense of great speed), since words like fast, quick have other meanings.
rath = fast (of speed) rather means "faster, sooner", I would rather do this, means i would sooner or more quickly adopt this.
quick = alive (ie quick + dead = living + dead) quicksilver = living (ie liquid, silver [metal], = mercury.
fast means "stuck". One is stuck fast, or fast on some trail or track, means one is stuck on some track.
speed has some alternate meaning too.
wendy wrote:Rath is not in the sense of "soon" but "fast". You could easily replace "rather" with "faster" to get the idea here.
English has dropped a number of letters. þ and ð appear in the icelandic alphabet still, so they are available to computers now.
An other (an other means "a second") letter dropped is "yoch", this is a kind of y sound that the original english g became. Most of the modern g comes from norse.
We see Menzies <- Men3ies = Mengies. The thing looked similar to a lower-case script z (with tail).
Yoch is a g that became y, ie twenti3, e3e (eye), -li3 (-ly cf G -lich), ice-3ickl (icicle).
For numbers, i adopted base 120 to assist in the calculations in higher dimensions. From what i can gather, it appears to be a bugger of a base in four dimensions (because it falls in the second zipf-hole of four dimensions).
wendy wrote:The twelftychoron has some great-arrow symmetries (points where you can rotate by 1/2, 1/3 or 1/5 around a plane. These come in number to 900, 400 and 144 (sum 1444 = 38*38). These points correspond to the vertices of 6d polytopes, bi-icosadodecahedral, bi-dodecahedral and bi-icosahedral prisms.
quickfur wrote:if you were in 3D and had a 3D retina, the only way light could reach the inner cells is to pass through the outer cells. But if that is so, what the inner cells see has already been seen by the outer cells, so the additional cells add no further information.
pat wrote:quickfur wrote:if you were in 3D and had a 3D retina, the only way light could reach the inner cells is to pass through the outer cells. But if that is so, what the inner cells see has already been seen by the outer cells, so the additional cells add no further information.
Yep... that's excellent... 'cept that I'm assuming you mean "if you were in 4D".
PWrong wrote:I love the duocylinder animation. I'd never quite got the hang of the duocylinder until now.
What happens if a duocylinder is rolling on a flat realm, then you push it over? I know it changes direction, but does it keep moving at the same speed?
quickfur wrote:Has anybody worked out plausible 4D mechanics yet?
jinydu wrote:quickfur wrote:Has anybody worked out plausible 4D mechanics yet?
As far as I know, Newton's 3 Laws should work just fine in any number of dimensions. In fact, this should be true for all the rules in classical mechanics, except of course the Law of Gravitation, which was already discussed in the "orbits thread".
jinydu wrote:I agree that rotational dynamics could be more difficult to generalize. In three dimensions, objects rotate about lines, which of course can be associated with a particular vector (up to a constant multiple, of course). But in four dimensions, objects can rotate about a plane, which of course cannot be associated with a particular vector (you need two vectors).
But asfor generalizing the cross product, the simplest way is to simply enlarge the traditional determinant:
| _i _j _k_ |
| x1 y1 z1 |
| x2 y2 z2 |
to become
| _ i _j _k _m |
| x1 y1 z1 w1|
| x2 y2 z2 w2|[...]
jinydu wrote:Thanks for the link. If I understood correctly, the generalized cross product in n dimensions involves (n - 1) vectors and is perpendicular to them all.
But I wonder if there is some analogy to the three dimensional formula:
|a x b| = |a| |b| sin (theta)
Interesting question. I was going to surmise that the determinant gives you the sine of the operand vectors, but then I realized that there wouldn't be a single angle separating the vectors, so it would be kinda hard to know what the sine value meant.
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