quickfur wrote:It's been a while since we had fresh speculation on living in tetraspace. So here's some.
In 4D, the road has one side, a hollow tube (polygonal or otherwise) that completely surrounds it. A single pavement in the shape of a tube is sufficient. In fact, in 4D, you never ever need to cross the road! You can always walk around it. So crosswalks and pedestrian lights are completely unnecessary. Drivers don't need to expend road rage on jaywalkers, because there are none! (At least, no sane ones... the only jaywalkers would be those who want to get hit. Actual effort is required for them to end up in the middle of a road!)
In 4D, even if you know the entrance is on this side of the building, it may not be easy to find it, since you need to cover a 2D area in order to locate it!
This abundance of windows, of course, hints at the amount of space there is in a 4D building. A single storey 3D building with rows of 4 windows along its walls has the area of 16 rooms (assuming four walls and one window per room). A 4D building with rows of 4 windows along its walls has 16 windows per facet, and it has six walls. So that makes a total of 96 windows: 96 rooms, and only one storey with at most 4 windows in a row!
In 4D, the river flowing from the forest-side of the mountain to the ocean need not even leave the horizontal plane; it can flow "around" the mountain to the ocean, totally missing the road! And even if its tributary does flow past the vicinity of the road, no bridge is needed: the road simply winds around the river.
Hayate wrote:quickfur wrote:It's been a while since we had fresh speculation on living in tetraspace. So here's some.
Wow, this is nostalgic
[...]I'd always thought about a 4D road as having a square cross-section, not a circular one, but I guess that makes more sense. What would we do about dividing it up into lanes, though? Perhaps we should have groups of one-lane cylindrical roads, with pavement occupying all space in-between?
In 4D, even if you know the entrance is on this side of the building, it may not be easy to find it, since you need to cover a 2D area in order to locate it!
Well, they better had be well signposted then!
(This makes me want to devise a 3D script for 4D people to read and write, since I'm interested into conlanging too XD)
This abundance of windows, of course, hints at the amount of space there is in a 4D building. A single storey 3D building with rows of 4 windows along its walls has the area of 16 rooms (assuming four walls and one window per room). A 4D building with rows of 4 windows along its walls has 16 windows per facet, and it has six walls. So that makes a total of 96 windows: 96 rooms, and only one storey with at most 4 windows in a row!
You mean 64 rooms, right?
Looking down the road again, the ocean next to the mountain projects to left of the mountain, and the forest projects to the right. This completely fills up the horizon in 3D.
In 4D, the river flowing from the forest-side of the mountain to the ocean need not even leave the horizontal plane; it can flow "around" the mountain to the ocean, totally missing the road! And even if its tributary does flow past the vicinity of the road, no bridge is needed: the road simply winds around the river.
Already documented, but still awesome.
quickfur wrote:Hayate wrote:Perhaps we should have groups of one-lane cylindrical roads, with pavement occupying all space in-between?
Well, it doesn't need to be square or circular... for a while I was speculating on hexagonal roads with triangular lanes. Triangular lanes aren't ideal, though, since you want a more convex cross section to avoid adjacent vehicles from scratching into each other (sleepy drivers overdriving their lanes, e.g.).
For local roads, 6 lanes per road seems excessive, so it could be reduced to 2 cylindrical lanes, one in each direction. For major thoroughfares, the 6 lanes can be divided into 3 lanes per direction.
Another neat feature in 4D is that highways/freeways don't need on/off ramps; an adjacent local road can simply connect to it at ground level and the two never have to intersect. These connecting roads can twist in complicated 3D shapes to join each direction on the local road to each direction on the highway, without ever needing to leave ground level.
Ooh, another conlanger! I dabbled in some ideas for a 4D conlang, but never really got very far. One thing is for sure: a 4D mouth has so many more ways of making new sounds. For example, there could be several different lateral consonants, since you could either have a lateral with gaps on two opposite sides of the tongue, or you could have a laxer lateral with gaps all around the tongue.
You mean 64 rooms, right?
No, it's 96: there are 16 per wall, and there are 6 walls, so 16*6 = 96.
Hayate wrote:quickfur wrote:Hayate wrote:Perhaps we should have groups of one-lane cylindrical roads, with pavement occupying all space in-between?
Did you notice this?
I think it'd be a good idea, as it'd put pedestrian space between all lanes. Not just pedestrian space, but it could also be used for lights, signs etc.
Well, it doesn't need to be square or circular... for a while I was speculating on hexagonal roads with triangular lanes. Triangular lanes aren't ideal, though, since you want a more convex cross section to avoid adjacent vehicles from scratching into each other (sleepy drivers overdriving their lanes, e.g.).
And this exact problem would be avoided with my idea =p Pairs of lanes could alternate between connecting to each other and not for switching over, so that there was only ever a maximum of 2 lanes connected widthwise at any point along the road.
For local roads, 6 lanes per road seems excessive, so it could be reduced to 2 cylindrical lanes, one in each direction. For major thoroughfares, the 6 lanes can be divided into 3 lanes per direction.
With all the ridiculous amount of space for things, including people, in 4D, do you really think 3 lanes per direction would be sufficient?
I've seen five lanes per direction in Singapore and that was still crowded! In 4D you'd probably need to square that number for the busiest roads!
Another neat feature in 4D is that highways/freeways don't need on/off ramps; an adjacent local road can simply connect to it at ground level and the two never have to intersect. These connecting roads can twist in complicated 3D shapes to join each direction on the local road to each direction on the highway, without ever needing to leave ground level.
Well, yes, this is kind of obvious and easy to think about if you just picture the footprint of the road layout in a realm, similarly to drawing a 3D road layout on paper.
Ooh, another conlanger! I dabbled in some ideas for a 4D conlang, but never really got very far. One thing is for sure: a 4D mouth has so many more ways of making new sounds. For example, there could be several different lateral consonants, since you could either have a lateral with gaps on two opposite sides of the tongue, or you could have a laxer lateral with gaps all around the tongue.
I think we would have to invent a hypothetical 4D anatomy before we could even start making a 4D conlang.
You mean 64 rooms, right?
No, it's 96: there are 16 per wall, and there are 6 walls, so 16*6 = 96.
There are 96 windows. I'm trying to correct that you said there are 96 rooms when there should be just 64.
quickfur wrote:Hayate wrote:quickfur wrote:Hayate wrote:Perhaps we should have groups of one-lane cylindrical roads, with pavement occupying all space in-between?
Did you notice this?
I think it'd be a good idea, as it'd put pedestrian space between all lanes. Not just pedestrian space, but it could also be used for lights, signs etc.
But what about switching lanes?
quickfur wrote:Well, it doesn't need to be square or circular... for a while I was speculating on hexagonal roads with triangular lanes. Triangular lanes aren't ideal, though, since you want a more convex cross section to avoid adjacent vehicles from scratching into each other (sleepy drivers overdriving their lanes, e.g.).
And this exact problem would be avoided with my idea =p Pairs of lanes could alternate between connecting to each other and not for switching over, so that there was only ever a maximum of 2 lanes connected widthwise at any point along the road.
Well, OK, I was just thinking of the most trivial extensions of 3D road layout; if you want to design an efficient road system, that's a different kettle o' fish.
For starters, you'd be dealing with dividing the area of a given road cross-section, say a circle or some other shape, and then study different ways of laying out lanes to maximize usefulness.
quickfur wrote:"Usefulness", of course, would be measured by throughput and ease of use, ease of use being to accomodate commonly needed maneuvers such as changing lanes, changing direction, making turns, etc..
As far as throughput is concerned, it is just a matter of expanding the number of lanes, but one can imagine that there would be economic constraints here, since one does have to consider the amount of ashphalt (or whatever the 4D equivalent would be) needed to build the road, keeping in mind that since this is 4D, this amount, per unit road length, is proportional to the square of the road radius, whereas in 3D, it is only a linear dependence on the road width.
quickfur wrote:As for changing lanes, it seem desirable to take advantage of the additional degree of freedom in 4D to have maximal overlap, so that one can get from one lane to any other lane (going in the same direction), as far as is possible.
quickfur wrote:One also has to consider road safety rules for intersections; keeping in mind that intersections aren't really necessary since we can simply designate a particular lane as the turning lane, and have it fork off the road and join with a lane in an adjacent road. In other words, traffic lights are probably superfluous. (Indeed, having any intersection at all seems to be the recipe for accidents, since we have n lanes intersecting with m lanes on both roads, and there are so many ways to turn---better just join the roads with arterial turning lanes than having an actual intersection. No bridges are necessary so the cost of building the road system this way seems minimal.)
quickfur wrote:For local roads, 6 lanes per road seems excessive, so it could be reduced to 2 cylindrical lanes, one in each direction. For major thoroughfares, the 6 lanes can be divided into 3 lanes per direction.
With all the ridiculous amount of space for things, including people, in 4D, do you really think 3 lanes per direction would be sufficient?
True, with the population density potentially growing to the fourth power, we probably have a lot of traffic congestion. Having said that, though, if this is really that pressing an issue, we could resort to planar pavements (extending in two directions). I expect that pedestrain traffic would be best handled this way, with vehicular traffic still confined to linear roads to avoid hazardous situations of vehicles trying to go in all 360° directions on the same road surface.
quickfur wrote:I've seen five lanes per direction in Singapore and that was still crowded! In 4D you'd probably need to square that number for the busiest roads!
Keeping in mind that the number of possible lanes (assuming roughly equal lane cross-section area) increases quadratically as road radius increases, this problem shouldn't be that hard to solve. If you have, say, a hexagonal road with 6 lanes, if you expand it with one lane-width on each side, you have an additional 12 lanes. Expand it by another lane-width on each side, and you have another 18 lanes, making a total of 36 lanes. Is that enough for you?
quickfur wrote:Another neat feature in 4D is that highways/freeways don't need on/off ramps; an adjacent local road can simply connect to it at ground level and the two never have to intersect. These connecting roads can twist in complicated 3D shapes to join each direction on the local road to each direction on the highway, without ever needing to leave ground level.
Well, yes, this is kind of obvious and easy to think about if you just picture the footprint of the road layout in a realm, similarly to drawing a 3D road layout on paper.
Yes, which is the best way to think about this.
Of course, this will be slightly more complicated when you're talking about downtown Tetronia, where traffic congestion is so bad they need bridges...
quickfur wrote:Ooh, another conlanger! I dabbled in some ideas for a 4D conlang, but never really got very far. One thing is for sure: a 4D mouth has so many more ways of making new sounds. For example, there could be several different lateral consonants, since you could either have a lateral with gaps on two opposite sides of the tongue, or you could have a laxer lateral with gaps all around the tongue.
I think we would have to invent a hypothetical 4D anatomy before we could even start making a 4D conlang.
Yeah, here we run into the problem that human anatomy really is quite specific to 3D, and there's really no unique generalization to 4D. So there's a lot of leeway in 4D anatomy, and everyone is bound to have their own ideas.
Having said that, though, sometimes I find myself wishing to invent an English-like language which has features more conducive to talking about things in 4D. The problem with using an existing natlang is that spatial terms are specific to 3D and hard to generalize to 4D; but on the other hand, if all we want is to talk about 4D layouts, it seems to be an overkill to have to deal with anatomy, culture, and history as well.
quickfur wrote:You mean 64 rooms, right?
No, it's 96: there are 16 per wall, and there are 6 walls, so 16*6 = 96.
There are 96 windows. I'm trying to correct that you said there are 96 rooms when there should be just 64.
Right, there are only 64 rooms, not 96. (I hate arithmetic!)
It would be interesting to think about corridor layout, since to reach these 64 rooms with merely linear corridors may not be as good as using some 2D "wide" corridors as well. One can imagine an efficient layout might be to use a 2D "wide" corridor slicing across the floor, with 1D "narrow" corridors branching off to reach the rooms. This allows one to get from one room to another without excessively winding routes.
Having said that, a 4D castle might be deliberately designed with a difficult-to-navigate corridor system (or lack of system thereof), to allow for obscure passages and other such things that 3D castles of old are renowned for.
Hayate wrote:[...]quickfur wrote:[...]
Well, OK, I was just thinking of the most trivial extensions of 3D road layout; if you want to design an efficient road system, that's a different kettle o' fish.
For starters, you'd be dealing with dividing the area of a given road cross-section, say a circle or some other shape, and then study different ways of laying out lanes to maximize usefulness.
Not necessarily, I still like my "bundle of cylinders" method
quickfur wrote:[...]As far as throughput is concerned, it is just a matter of expanding the number of lanes, but one can imagine that there would be economic constraints here, since one does have to consider the amount of ashphalt (or whatever the 4D equivalent would be) needed to build the road, keeping in mind that since this is 4D, this amount, per unit road length, is proportional to the square of the road radius, whereas in 3D, it is only a linear dependence on the road width.
But you also need to notice that in 4D, there is a ridiculous amount of material available too.
quickfur wrote:As for changing lanes, it seem desirable to take advantage of the additional degree of freedom in 4D to have maximal overlap, so that one can get from one lane to any other lane (going in the same direction), as far as is possible.
That's also an idea, but this would be very dangerous for drivers - you'd have to watch for traffic turning into your lane from SIX other lanes, not two.
quickfur wrote:[...]
True, with the population density potentially growing to the fourth power, we probably have a lot of traffic congestion. Having said that, though, if this is really that pressing an issue, we could resort to planar pavements (extending in two directions). I expect that pedestrain traffic would be best handled this way, with vehicular traffic still confined to linear roads to avoid hazardous situations of vehicles trying to go in all 360° directions on the same road surface.
Hmm...
In 3D, things are obvious because the three dimensions are allocated frontal, lateral, vertical, with vertical discrete (thus we usually ignore it). Frontal dimensions allow movement and lateral dimensions allow placement. If you have no frontal dimensions you can't move because you are trapped where you are, but if you have no lateral dimensions you have nowhere to go because the entire world is one big walkway.
Now in 4D, there are two ways to do this: you can either have two frontal and one lateral dimension, or you can have one frontal and two lateral dimensions.
What you suggest is the first case. You can move in 360 degrees for as long as you like without bumping into something (unless you get to a dead end!).
What I suggest (for whole roads) is the second case. You only move forwards or backwards, and buildings are all around you, making more use of space (not like we're short of it in 4D, though!).
However, within my "bundle of cylinders" model, the lanes are 1f2l and the pavements are 2f1l. It's impossible to have both be 2f1l, as then the pavement and lanes would occupy the same space, and if both were 1f2l, there would be empty space, though this could be occupied with buildings too.
Now in 3D, we sometimes have enclosed areas of 2f0l, such as car parks, usually in the city centres, with residential parking just on the side of the road or in garages (these are equivalent though). In 4D, I'd thus expect residential areas to use the 1f2l model, with city centres using the 2f1l model. Since there's a 1l in there, it means the entire car park can be on the side of the road! 4D may go into 3f0l packing if it really needs the space (such as seats in a theater), but this would probably be rare.
quickfur wrote:[...]Of course, this will be slightly more complicated when you're talking about downtown Tetronia, where traffic congestion is so bad they need bridges...
Would bridges really be necessary, even in such places?
quickfur wrote:[...]Having said that, though, sometimes I find myself wishing to invent an English-like language which has features more conducive to talking about things in 4D. The problem with using an existing natlang is that spatial terms are specific to 3D and hard to generalize to 4D; but on the other hand, if all we want is to talk about 4D layouts, it seems to be an overkill to have to deal with anatomy, culture, and history as well.
Still, it makes for another topic of interest, right?
quickfur wrote:[...]Having said that, a 4D castle might be deliberately designed with a difficult-to-navigate corridor system (or lack of system thereof), to allow for obscure passages and other such things that 3D castles of old are renowned for.
Hmm, yes...
What about a multi-storey building?
quickfur wrote:Hayate wrote:Not necessarily, I still like my "bundle of cylinders" method
In the end, I think we're really talking about the same thing; the hexagonal layout I had in mind has 6 lanes surrounding a central island, which is pretty much isomorphic to a bundle of 7 cylinders with the middle cylinder as an island.
quickfur wrote:Hayate wrote:quickfur wrote:[...]As far as throughput is concerned, it is just a matter of expanding the number of lanes, but one can imagine that there would be economic constraints here, since one does have to consider the amount of ashphalt (or whatever the 4D equivalent would be) needed to build the road, keeping in mind that since this is 4D, this amount, per unit road length, is proportional to the square of the road radius, whereas in 3D, it is only a linear dependence on the road width.
But you also need to notice that in 4D, there is a ridiculous amount of material available too.
Yes, but it also takes the same ridiculous amount of work to quarry that material and process it into something useful for building roads. One could argue that we also have a ridiculous amount of people in 4D, but somebody's gotta pay them to do the job!
quickfur wrote:Hayate wrote:quickfur wrote:As for changing lanes, it seem desirable to take advantage of the additional degree of freedom in 4D to have maximal overlap, so that one can get from one lane to any other lane (going in the same direction), as far as is possible.
That's also an idea, but this would be very dangerous for drivers - you'd have to watch for traffic turning into your lane from SIX other lanes, not two.
Well, the practicality of this really depends on how many eyes we want Tetronians to have.
quickfur wrote:Hayate wrote:Now in 3D, we sometimes have enclosed areas of 2f0l, such as car parks, usually in the city centres, with residential parking just on the side of the road or in garages (these are equivalent though). In 4D, I'd thus expect residential areas to use the 1f2l model, with city centres using the 2f1l model. Since there's a 1l in there, it means the entire car park can be on the side of the road! 4D may go into 3f0l packing if it really needs the space (such as seats in a theater), but this would probably be rare.
I would expect 3f0l packing for parkades, actually, because it reduces the maximal extent of the parkade (think, 10x10x10 cubic meter parking lot as opposed to 100x10 square meter; the former only extends 10m in each direction, whereas the latter requires 10 times that size in one of its directions, but their effective capacity is the same).
quickfur wrote:I'd expect land to be allocated in more or less cubic units of hyper-area, so making maximal use of all 3 dimensions of one's lot seems most reasonable.
quickfur wrote:Furthermore, even though there is a lot of space available, one does have to keep in mind that the hyper-area of building floor space is roughly proportional to the number of occupants in the building, and that the number of occupants is roughly proportional to the number of vehicles, so as the size of the building increases, the size of the parking lot must necessarily increase with the same power as well. Since building capacity increases to the fourth power of the size along each dimension, I doubt a parking lot whose area only increases to the second power would be sufficient to meet the needs of the occupants.
quickfur wrote:Hayate wrote:quickfur wrote:[...]Of course, this will be slightly more complicated when you're talking about downtown Tetronia, where traffic congestion is so bad they need bridges...
Would bridges really be necessary, even in such places?
Well, if downtown Tetronia is filled with skyscrapers whose floor hyper-area is proportional to H*W^3 (where H is the number of floors and W is the average size in the remaining 3 dimensions), then you might need multi-storey roads just to cope with the sheer amount of traffic.
quickfur wrote:Hayate wrote:quickfur wrote:[...]Having said that, though, sometimes I find myself wishing to invent an English-like language which has features more conducive to talking about things in 4D. The problem with using an existing natlang is that spatial terms are specific to 3D and hard to generalize to 4D; but on the other hand, if all we want is to talk about 4D layouts, it seems to be an overkill to have to deal with anatomy, culture, and history as well.
Still, it makes for another topic of interest, right?
The thing about conlangs is that a significant part of a language's vocabulary and grammar is not specific to 4D, but only to the culture/philosophy of its speakers. The fact that they live in 4D space mainly affects only spatial terms and expressions, and indirectly small parts of culture such as knotting sheets and the like. As far as other aspects of language are concerned, such as abstract concepts and perceptions, they are really independent of 4D space. Any decision on the language in these areas are arbitrary; you pretty much have as much freedom as creating an Earth-based conlang in these aspects. Which means that two people creating a 4D conlang are likely to come up with completely different languages.
Hayate wrote:quickfur wrote:Hayate wrote:Not necessarily, I still like my "bundle of cylinders" method
In the end, I think we're really talking about the same thing; the hexagonal layout I had in mind has 6 lanes surrounding a central island, which is pretty much isomorphic to a bundle of 7 cylinders with the middle cylinder as an island.
Well, the difference is my method has pavement between every lane, whereas your method has a central island (which cannot be used as pavement as it is essentially a 4D central res).
Although, come to think of it, I'm thinking your method may actually work well with some slight modifications - if we separate the hexagon into halves, the island is now accessible and can be used as pavement, and pavement also splits the two carriageways. Here's a crude mspaint diagram.
In this situation, which lane should we designate fastest? I'm thinking of using the middle lane of each triplet as the fastest lane, as that's the furthest from both the opposing carriageway and the pavement, but that would mean that the fast lane has traffic merging on both sides, whereas in 3D, we tend to structure our lanes from slowest to fastest so that the fastest lane has only traffic merging from left.
quickfur wrote:Hayate wrote:[...]But you also need to notice that in 4D, there is a ridiculous amount of material available too.
Yes, but it also takes the same ridiculous amount of work to quarry that material and process it into something useful for building roads. One could argue that we also have a ridiculous amount of people in 4D, but somebody's gotta pay them to do the job!
Communist, utilitarian, despotist state?
I guess you have a point, but 4D technology would also be much more advanced so factories could easily produce materials faster, probably in a higher supply:demand ratio than our 3D ones.
quickfur wrote:Hayate wrote:quickfur wrote:As for changing lanes, it seem desirable to take advantage of the additional degree of freedom in 4D to have maximal overlap, so that one can get from one lane to any other lane (going in the same direction), as far as is possible.
That's also an idea, but this would be very dangerous for drivers - you'd have to watch for traffic turning into your lane from SIX other lanes, not two.
Well, the practicality of this really depends on how many eyes we want Tetronians to have.
Not just eyes, but also the brain's ability to cope with multiple things going on at once.
quickfur wrote:[...]
I would expect 3f0l packing for parkades, actually, because it reduces the maximal extent of the parkade (think, 10x10x10 cubic meter parking lot as opposed to 100x10 square meter; the former only extends 10m in each direction, whereas the latter requires 10 times that size in one of its directions, but their effective capacity is the same).
Well, as I said, the idea of using 2f1l is for fitting the entire car park on the roadside. You could have a gigantic car park next to a shopping centre, and park your car and take 20 seconds to walk to the shop without having to navigate round a parking lot first.
quickfur wrote:I'd expect land to be allocated in more or less cubic units of hyper-area, so making maximal use of all 3 dimensions of one's lot seems most reasonable.
That would be volume
[...]You mean Chris Sawyer's Locomotion has some sense to it?
[...]I think we should work together on a 4D conlang!
quickfur wrote:In this situation, which lane should we designate fastest? I'm thinking of using the middle lane of each triplet as the fastest lane, as that's the furthest from both the opposing carriageway and the pavement, but that would mean that the fast lane has traffic merging on both sides, whereas in 3D, we tend to structure our lanes from slowest to fastest so that the fastest lane has only traffic merging from left.
I suppose that shouldn't be a big problem, although we could augment the structure by adding a fourth lane only attached to the middle lane, which is used exclusively for very fast travel. It could be sorta like a "cruise lane" which you work yourself into when you first get on the road, and then after cruising at high speed, you slowly work your way back out (we could say exits only connect to the slower lanes).
quickfur wrote:Ah, but you're dealing with polynomial powers here. Efficiency in supply/demand ratio really only buys you a constant factor, but a difference in degree between two polynomials (in this case, x^4 vs. x^3) quickly grows out of control (i.e., K*x^3 grows significantly slower than K*x^4, no matter how small K is). So at best, an efficient supply/demand ratio can only hold out temporarily; it doesn't scale.
quickfur wrote:As for the time to walk from car to building, I think 3f0l is actually better: most buildings would probably have only a few entrances (otherwise you have an excessive number of doors, which could be a security concern), so a parking lot confined to a cubical hyper-area (yes, yes, I'm avoiding the term "volume" because it could be misconstrued to mean 4D bulk), say 10x10x10, has a shorter average walk time than, say, a 100x10 parking area (you may end up walking 50m to get to the entrance).
quickfur wrote:Hayate wrote:[...]I think we should work together on a 4D conlang!
Here's a better idea: we both come up with a 4D conlang, then put them into the same 4D world and have them interact with each other. (Here's to eliminating that boring single-climate, single-race, single-culture, single-facial-appearance, single-language trope in too many alien planet/fantasy scenarios! Heck, even good ole Earth has more variety than that, and we're talking about the infinite variety in space here.)
Hayate wrote:quickfur wrote:[...]
I suppose that shouldn't be a big problem, although we could augment the structure by adding a fourth lane only attached to the middle lane, which is used exclusively for very fast travel. It could be sorta like a "cruise lane" which you work yourself into when you first get on the road, and then after cruising at high speed, you slowly work your way back out (we could say exits only connect to the slower lanes).
Ah, that would be a really good idea. So, it'd look like this slightly better crude kolourpaint diagram then.
quickfur wrote:Ah, but you're dealing with polynomial powers here. Efficiency in supply/demand ratio really only buys you a constant factor, but a difference in degree between two polynomials (in this case, x^4 vs. x^3) quickly grows out of control (i.e., K*x^3 grows significantly slower than K*x^4, no matter how small K is). So at best, an efficient supply/demand ratio can only hold out temporarily; it doesn't scale.
Well, in any case, the point is that their ratio would grow while ours is pretty much constant.
quickfur wrote:As for the time to walk from car to building, I think 3f0l is actually better: most buildings would probably have only a few entrances (otherwise you have an excessive number of doors, which could be a security concern), so a parking lot confined to a cubical hyper-area (yes, yes, I'm avoiding the term "volume" because it could be misconstrued to mean 4D bulk), say 10x10x10, has a shorter average walk time than, say, a 100x10 parking area (you may end up walking 50m to get to the entrance).
I'm thinking of town center streets which are composed of a lot of small shops in a row. Sure, for enormous supermarkets, there wouldn't be many doors, and there would be a 3f0l car park, but 2f1l parking in high streets would remove or at least reduce the need for multi-storey carparks around town.
quickfur wrote:[...]
Here's a better idea: we both come up with a 4D conlang, then put them into the same 4D world and have them interact with each other. (Here's to eliminating that boring single-climate, single-race, single-culture, single-facial-appearance, single-language trope in too many alien planet/fantasy scenarios! Heck, even good ole Earth has more variety than that, and we're talking about the infinite variety in space here.)
Well, I wouldn't attempt this on my own - there are a lot of practical effects ( ) that we have to take into account and it's easy for one person to ignore the differences sometimes.
quickfur wrote:Stuff about wheels
quickfur wrote:The 4D part of the conlang is pretty much determined by the spatial properties of 4-space, so this part we can work out together. One may even say that as far as spatial relationships are concerned, any 4D conlang will express them in more or less the same way. The differences are in the parts that aren't directly related to spatial relationships.
Hayate wrote:quickfur wrote:Stuff about wheels
Let me just check if I'm making sense of this properly, first.
The simplest analog to 3D is spherindrical wheels. There would be four axles, each with a pair of spherindrical wheels attached. The four axles would be positioned on four parallel edges of the cube as our two axles are positioned on two parallel edges of a rectangle.
For cubindrical wheels, we'd need to attach each wheel to TWO axles.[...]
[...]As you mentioned, a spherindrically-wheeled car (what an awesome constructed adjective ) would have steering difficulties, and a cubindrically-wheeled car could not be reoriented without lifting it up from the road.
So, I present two possibilities:
1. What about if the vehicle had two independently-turnable axles, each with a pair of spherindrical wheels? Each would constrain the car to the ground-plane perpendicular to it, so the movement of the car itself would be constrained to the two planes' linear intersection, i.e. the ground-line perpendicular to the plane containing both axles' axes.
2. A car could be built in the shape of a cubinder, with cubindrical wheels. The intersection of the car with a horizontal realm would be a cylinder. The cubindrical wheels would be attached as described above, but there would be a mechanism to rotate the inside of the car independently of the outer body. Thus a driver can orient his vision how he sees fit, and he can turn the car in two different dimensions at once. Alternatively, a mechanical or computer-based system could be used to automatically choose the turning direction based on the angle of the inner body.
quickfur wrote:The 4D part of the conlang is pretty much determined by the spatial properties of 4-space, so this part we can work out together. One may even say that as far as spatial relationships are concerned, any 4D conlang will express them in more or less the same way. The differences are in the parts that aren't directly related to spatial relationships.
Wouldn't everything be somewhat related, though? Even, say, colours or sounds would be affected by dimensionality.
quickfur wrote:For cubindrical wheels, we'd need to attach each wheel to TWO axles.[...]
Not really. You still only need one axle per wheel. For steering, you just have a joint (or joints) in the axle that allows it to turn in two dimensions. (Think of how steering is achieved in a 3D car.)
quickfur wrote:Actually, I don't think you need to lift it off the road; you just need the right twisting motion by slightly changing the skew between the front and back wheels.
Wouldn't everything be somewhat related, though? Even, say, colours or sounds would be affected by dimensionality.
That depends on whether you assume Tetronians see more colors or not, but that really is an independent choice (it can go both ways). Colors and sounds are just waves, and while it is true that 4D waves can be much more complex, the same can be said for 3D waves w.r.t. 1D waves; yet our ears mainly hear in 1D only. (There is a little bit of 2D in spatial location, in that the brain uses discrepancies in the 1D waves to deduce the origin of the sound.) Color is really just the resonance of our retinal receptors to certain frequencies; incoming light carries a particular frequency, and different frequencies causes different levels of resonance in the R, G, B receptors. Frequency is independent of dimension! So we really aren't hearing in more than 1 dimension, and the number of perceived colors depends on the number of different types of receptors, not the dimensionality of space. (Some animals see in ultraviolet, for example; if they also see in RGB, then they could be said to see 4D color, but this 4D is not the same as 4D space.)
Hayate wrote:quickfur wrote:For cubindrical wheels, we'd need to attach each wheel to TWO axles.[...]
Not really. You still only need one axle per wheel. For steering, you just have a joint (or joints) in the axle that allows it to turn in two dimensions. (Think of how steering is achieved in a 3D car.)
Oh, right.
Would it be possible to attach two axles to a wheel and spin it?
quickfur wrote:Actually, I don't think you need to lift it off the road; you just need the right twisting motion by slightly changing the skew between the front and back wheels.
Oooh, that's a brilliant idea!
Then, the best solution is probably to take my second original suggestion, but use this wheel-skewing to re-orient the car instead of having an inner body.
[...]Oh, forgive me, I actually forgot how sound waves were longitudinal there.
As for light, though - light (electromagnetic) waves in 3D take up all three dimensions in a 1f2l structure, with the "electric" part on one lateral and the "magnetic" part on the other lateral. What would take up the third lateral in 4D? Similarly, electromagnetism has the three perpendicular lines of force, field and current in a 3f0l structure; what would take up the fourth frontal?
However, I note that sound is 3f0l; as a one-dimensional longitudinal wave is immersed in three dimensions it spreads out and follows an inverse cube law. Perhaps this would mean that EM waves would spread themselves over a plane (by becoming 2f2l instead of 1f3l) when immersed in 4D? This would unfortunately make light a lot weaker. However, it doesn't answer the question of how electromagnetism would work.
Hayate wrote:Whoops, I really messed up there...
I meant to say that sound follows an inverse square law in 3D as it is 3f0l, and light follows a constant law in 3D (considering laser light only) as it is 1f2l.
If sound and light became 4f0l and 2f2l respectively in 4D, then sound would follow an inverse cube law and laser light would follow a inverse linear law.
I actually did not even mention field strength; field strength would probably take an inverse cube law.
But on the subject of electron orbits, do you remember the discussions about coiled orbits?
I doubt light would become 2f2l; it just seems too arbitrary. Assuming the particle/wave packet model, I'd imagine individual photons will travel in a straight line, so no inverse laws for laser light there, unless, of course, you emit a 2D laser (light constrained to spread along a plane).
I don't know if I'm ready to reinvent a con-universe just so we can make 4D atoms.
Return to Higher Spatial Dimensions
Users browsing this forum: No registered users and 0 guests