-source 1.2 -target 1.2
bo198214 wrote:@quickfur
Nice, if you like it
May I ask you for some feedback:
What viewing mode did you use (parallel,crossed,red/cyan)?
How difficult did you find the levels? Did you solve all? (nearly cant them solve by myself ... :wink: )
Any other comments?
By the way, I really like your 4D visualization page, its mostly as I would had done it :wink:
For some reason, it doesn't work on my computer.
bo198214 wrote:For some reason, it doesn't work on my computer.
Thats really a pitty Can you send me, java -version, operating system, stack trace?!
java version "1.5.0_02"
Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_02-b09)
Java HotSpot(TM) Client VM (build 1.5.0_02-b09, mixed mode, sharing)
I only say "write once run everywhere" ....
bo198214 wrote:I never wrote a browser helper :wink:
moonlord wrote:After reading quickfur's intro to 4D and killed some more neurons ...
I still have a hard time navigating,
but managed to do all puzzles except last one
it might help if you renamed the labels of rotations with the names of the planes in which the rotation will take place.
If I may, I'd like to see the sources to the projection method, please
PS: I use Opera. Used it for 3 or 4 years
moonlord wrote:After reading quickfur's intro to 4D and killed some more neurons, I finally start to 'see' something. I just realised one could do some 4D geometry problems. I might try some. They might just prove to be interesting...
As to 4DBB, I still have a hard time navigating, but managed to do all puzzles except last one, which, as quickfur already said, looks horribly difficult.
[...]PS: I use Opera. Used it for 3 or 4 years and seems difficult to switch to Firefox, for example. Same opinion on IE .
moonlord wrote:Regarding the rotations, I find using X, Z, Y and W much more intuitive than v1 and so.
I was thinking of creating rotating, stereo animations of them.
Sorry about this english, but it's not native and sometimes I cannot find my words.
bo198214 wrote:Oh did I already tell that there is a new version of 4DBB out there?!
In Version 0.9.1 there areEnjoy!
- sound
- two new simple levels,
- and the levels advance, as one would expect in a game
- axes are now named xyzw (sorry thigle)
What I though really struggle with in the moment is 4d occlusion culling, damn is this complicated matter, at least practically. So probably you have to wait for the next version to see the world premiere of 4d occlusion culling (note that back face culling is a rather simple matter).
quickfur wrote:4D occlusion culling is equivalent to 3D CSG difference, just as 3D occlusion culling is equivalent to 2D CSG difference. So at least in theory it's straightforward, but of course, actually implementing this (and implementing it in a usable manner) is another story.
(CSG = constructive solid geometry. 4D occlusion culling is essentially subtracting the 3D projection images from each other according to their distance in the 4th direction.)
bo198214 wrote:quickfur wrote:4D occlusion culling is equivalent to 3D CSG difference, just as 3D occlusion culling is equivalent to 2D CSG difference. So at least in theory it's straightforward, but of course, actually implementing this (and implementing it in a usable manner) is another story.
(CSG = constructive solid geometry. 4D occlusion culling is essentially subtracting the 3D projection images from each other according to their distance in the 4th direction.)
Yes exactly, you sort the tesseracts (which are the atoms in 4DBB) by distance from the 4d viewer. Projecting them you get distorted cubes in 3d as the facets of the tesseracts. Then you simply paint them in the order of distance on the 3d canvas, in overpainting mode.
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