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Gaming in the 4th Dimension

Wolf pointed me to a video clip demonstrating this game: "Miegakure is a platform game where you explore the fourth dimension to solve puzzles. There is no trick; the game is entirely designed and programmed in 4D." Nothing to download yet.

303 comments

  1. So Many Questions by eldavojohn · · Score: 5, Interesting

    So I've traditionally known "the fourth dimension" to be something like time. Although you can call it space-time or the relationship that our three dimensional world has with our concept of time. And in games like Braid (which is like an interesting two dimensional scrolling platform with four dimensional control), you get to have fun manipulating this time so that you can predict where your little character is when you slide back in time. It's where you were before.

    In Miegakure, it appears that the player is controlling a fourth dimension except it's not too clear what fourth dimension actually represents to me. If Miegakure's fourth dimension was time, we would see some indication of natural decay of the environment to give us visual cues that it's aging. For example, if one ring were made of steel and the other of wood, the wood one would decay as we go to the future and then we would make some action that is "special" (meaning that it is not subjected to our time control) and then move the steel ring into the wood ring and blast back to when the wood ring existed. Our special action could not be undone otherwise you wouldn't get anywhere with being able to control time.

    Miegakure seemed to invent non-natural transposed states of the environment that I, for the life of me, could not understand. How did I know which blocks would appear and disappear leaving only shadows? How do I know how far to go in a fourth dimensional direction? Must the player explore the available transposed states before planning their movements along all four dimensions? So that they can construct an interleaved solution?

    And what happens with a now block exists in a shadow space and you try to transposition yourself to the point when the shadow space is occupied by another block? Does the game block you from making that transposition? What if you want to transpose to a point beyond that when it is a shadow space again? Is this a blocking mechanism that will add to the difficulty of the puzzle?

    As someone ravaged by the Adventures of Lolo series on the NES, I could see a potentially high level of addiction here.

    --
    My work here is dung.
    1. Re:So Many Questions by pushing-robot · · Score: 4, Interesting

      Today's XKCD might help a bit. It's a world that has four spatial dimensions, like a hypercube.

      We haven't been able to find any evidence of "real" higher spatial dimensions (though theories abound), but thinking in an extra dimension is an interesting mental exercise nonetheless.

      --
      How can I believe you when you tell me what I don't want to hear?
    2. Re:So Many Questions by slim · · Score: 2, Insightful

      We haven't been able to find any evidence of "real" higher spatial dimensions

      Though superstring theory requires 10 or 11 dimensions of space (from what little I understand), so serious physicists really believe those dimensions might exist.

    3. Re:So Many Questions by Anonymous Coward · · Score: 5, Informative

      Time is not "the fourth dimension." It is very much like a spacial dimension, speaking as a physicist; however, it is also very different. This is clear both from experience (ever try to move back and forth in time?) and mathematically (via the signature of the metric of spacetime).

      In this game, the fourth dimension is simply an extra spacial dimension. Consider the analog of "linking two rings" in a 2-D world: put one circle inside another. Well, if you're stuck in a plane, it cannot be done -- simply move outside of that plane into 3-D, and it's simple. In Miegakure there is a 4th spacial dimension. You can move in this fourth dimension without moving in any of the other three.

      Yeah, it's weird. I'm not entriely clear as to what the shadows represent (except, maybe, for a helpful reminder as to what is "next" to you.)

    4. Re:So Many Questions by Monkeedude1212 · · Score: 5, Informative

      Miegakure suggests that there is a fourth spatial dimention, just like the three you are used to seeing.

      Take a read through Flatland, its a short story based on a square who lives on a 2 dimentional plane. Basically how he can only see things in 1 Dimension (a line) because him and his world are on a single plane. Now, imagine his world lives within our 3d Realm. His life doesn't change much, until we choose to interfere. Imagine if you slid a ball through his 2d plane. He would at first see nothing, then a dot, then that dot grow into a line, then it shrink, into a dot, and disappear.

      Basically someone took this idea, and imagined what it would be like if there were a 4th spatial dimension we were unaware of (physics has however shown us that there isn't one). If someone pushed a 4d Cube (or hypercube) through our 3d plane, what would we see? Nothing at first, then a cube show up, then it grows into its full size, then shrink back down, and disappear.

      Now someone has taken that idea and put it in a game. The programming is actually simpler than it seems. Instead of testing XYZ co-ordinates you are testing WXYZ co-ordinates.

    5. Re:So Many Questions by pitdingo · · Score: 1

      Fox News is going to have a field day with that. Imagine the Glenn Beck chalkboard....

    6. Re:So Many Questions by kalirion · · Score: 1

      How do I know how far to go in a fourth dimensional direction?

      Actually my question is if you can actually choose how far to go in the fourth dimensional direction, or if it's just a two-state affair.

    7. Re:So Many Questions by Anonymous Coward · · Score: 0, Informative

      If someone pushed a 4d Cube (or hypercube) through our 3d plane, what would we see? Nothing at first, then a cube show up, then it grows into its full size, then shrink back down, and disappear.

      No, if someone pushed a 4d cube through our 3d plane, we'd see nothing, then a cube for a while, then nothing (no growing or shrinking). To get what you described, the object would need to be round in the fourth dimension.

    8. Re:So Many Questions by Monkeedude1212 · · Score: 3, Interesting

      Well it depends on its rotation as well. For example a cube entering flatland would either pop up, stay the same, disappear, or dot-grow-shrink, depending on whether you are introducing the cube with one of the sides in parallel with the plane, or whether you to so with a vertice entering first.

    9. Re:So Many Questions by VShael · · Score: 1

      As others have said, he's dealing in 4 spatial dimensions, not Time.

      If it helps, to have a real world analogy, imagine a maze. Even with bushes, it's basically a 2D problem. Now, leave the bushes there, but imagine you could float/hover and move over them. You're moving in a separate spatial dimension than the maze.

      Now, if there's floating bushes too, you're kind of stuck.

      What this game does, is allow you to choose which 3 spatial dimensions you see on your screen, and move around in. But at any time, you can change your reference frame.

      If a path is blocked in your current reference frame (1,1,1) where (1) represents an object blocking your path, do a transform, and see what's there in the fourth dimension. (0,1,1) Oh look, now a path is opened. We can go in that direction...

    10. Re:So Many Questions by Anonymous Coward · · Score: 2, Funny

      (ever try to move back and forth in time?)

      I move forth in time every day, you insensitive clod!

    11. Re:So Many Questions by somersault · · Score: 5, Interesting

      This doesn't seem so much like a "fourth dimension" as a form of "subspace" or an alternate 3D reality (then again I haven't played the game and maybe am picking things up wrong from the video).

      I don't see how adding another dimension can magically allow two objects to become linked when they were unable to be linked in a lower dimension. Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other. Neither can 2 rings lain on a table, or two cylinders or two spheres be overlapped without breaking them somewhere. So how would adding another dimension allow you to join two 3D objects with a hole in the middle, even if you only moved one of them into this higher dimension?

      --
      which is totally what she said
    12. Re:So Many Questions by geekboy642 · · Score: 2, Informative

      You're only considering the trivial case. What if the 4d cube intersects our plane point-first?

      --
      Just another "DOJ fascist authoritarian totalitarian bootlicker" -- Zeio
    13. Re:So Many Questions by pushing-robot · · Score: 4, Interesting

      Yeah, it's weird. I'm not entriely clear as to what the shadows represent (except, maybe, for a helpful reminder as to what is "next" to you.)

      I think that's the idea. It's hard to tell from the short video, but the blocky nature of the world implies to me that the game limits you to arbitrary "jumps" in each dimension. Just like the world could be divided into fixed-width planes in the X, Y, and Z dimensions, it looks like the W dimension is composed of distinct layers. Which would explain the shadows; they represent what would appear if you jumped to the next adjacent "slice" of 4d-space.

      --
      How can I believe you when you tell me what I don't want to hear?
    14. Re:So Many Questions by dentree4 · · Score: 1

      Think of it this way, If you pull an object up in a 2D World, where did it go? 3D World. If you pull a 3D Object "up", where does it go? 4D world. The point of the gave is to assume there's 4 spatial dimensions, not 3 and time.The reason there's transparency is when something is can be only partially represented in 3D space, as its hard enough to display a 3D world realistically on a 2D screen let alone a 4D world.. It's like trying to draw a perfectly one dimensional line on a piece of paper. not going to happen. The Best 3D analogy of that demo I can think of is this: Take a piece of paper, and draw a 1" square in it. Place a penny beside it. How do you get the penny inside the box, in a 2d world, without crossing the box? You don't. You pick it up, into a 3D world, and place it in the box. He picked the ring up, into a 4D world, and looped it with the other ring. Natural progression of dimensionality Can't wait for the game though.

    15. Re:So Many Questions by AvitarX · · Score: 1

      I would think it needs to be perpendicular to our 3 dimensions in the forth to get that.

      I think we would get a 6 faced object without matching faces.

      based on my thought experiment of a cube through a plane.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    16. Re:So Many Questions by Anonymous Coward · · Score: 0

      Basically someone took this idea, and imagined what it would be like if there were a 4th spatial dimension we were unaware of (physics has however shown us that there isn't one).

      No, physics has not shown that there is no 4th spatial dimension; in fact, some current theories require 4 or more (superstring theory requires as many as 11.) However none appear to be the (apparently) infinitely expansive dimensions we see in the 3 dimensions we're used to.

    17. Re:So Many Questions by Garble+Snarky · · Score: 4, Interesting

      Here's one way to think about it: You have two concentric circles in a plane, they can't pass through each other in two dimensions. In three dimensions, the concept of "passing through each other" is no longer necessary for getting them "unlinked".

    18. Re:So Many Questions by ZXDunny · · Score: 5, Informative

      Take a read through Flatland, its a short story based on a square who lives on a 2 dimentional plane. Basically how he can only see things in 1 Dimension (a line) because him and his world are on a single plane.

      The XKCD alt-text contains a nice in-joke about flatland (IIRC) - all women are straight lines, and the more important a member of society, the more sides he has - a priest would be almost a circle, as he has so many sides he looks circular. The alt-text goes: "Also, I apologize for the time I climbed down into your world and everyone freaked out about the lesbian orgy overseen by a priest." Which is what the flatlanders would see when a stick-man enters their world :)

      --
      10 PRINT "SCUNTHORPE"(2 TO 5): GO TO 10
    19. Re:So Many Questions by cecille · · Score: 1

      For rings, if you lifed one ring in the third dimension, and then moved it over then projected that back into only 2 dimensions, then they would appear linked. In the demo, they say they are shifting back into the 3rd dimension, which I'm interpreting as a projection, in which case, the links would seem linked in the third, but not necessarily in the fourth. On the other hand, what they show is more like a star-trek style phase shift. Not that I can blame them really - they're simulating a 4D world, drawn with 3D drawing techniques on a 2D screen. Can't be super easy to get absolutely right.

      --
      ...no two people are not on fire.
    20. Re:So Many Questions by Per+Wigren · · Score: 4, Informative

      10 dimensions. There is a pretty easy to follow explanation on Youtube:
      Imagining the Tenth Dimension, Part 1
      Imagining the Tenth Dimension, Part 2

      --
      My other account has a 3-digit UID.
    21. Re:So Many Questions by huckamania · · Score: 1

      If you slid a ball through his 2d plane, they'd see nothing, then a dot, then a widening circle, then a decreasing circle, then a dot, then nothing. If you were pushing a circle through, they'd see a nothing, a dot, a line (depending on the width of the circle) perhaps curved (depending on the angle of the circle), two lines moving away from each other, two dots, then two lines moving towards each other, a line, a dot and then nothing. If the circle was completely parallel, then they would see a circle.

      I was unaware that physics had shown that there wasn't a 4th dimension. I'm not sure how physics or physicists could prove this. Perhaps what you meant to say was that the math currently used by most physicists does not need a 4th dimension.

    22. Re:So Many Questions by MistrBlank · · Score: 1

      What is to say that time isn't spatial?

    23. Re:So Many Questions by francium+de+neobie · · Score: 1

      Neither can 2 rings lain on a table

      Yes you can - you simply aren't thinking in 2D. The operation required is to make 2 2D circles intersect in 2D space, but you have access to 3D space. So what you do, is to take one 2D circle up, move it in 3D space such that it intersects the other 2D circle. And then you put that 2D circle down. Now the two circles perfectly intersect each other in 2D space.

    24. Re:So Many Questions by somersault · · Score: 1

      Yeah I was wondering about moving something into an extra dimension and combining with something from the other dimension.. I suppose the fact is that here they were combining toruses which can actually be linked in 3D.. but I'm still dubious as to whether adding a dimension makes that any easier.. seems moving them into 2D and then back to 3D would be the simple way to do it, and that moving the objects into 4D would just make it even more difficult to manipulate the two objects in such a way that they will be linked when moving back to 3D, even if you were allowed to create breaks in the surface(s?) of the 4D torus.

      --
      which is totally what she said
    25. Re:So Many Questions by francium+de+neobie · · Score: 1

      The video doesn't describe what the 10 dimensions in string theory really means - it simply describes what a mathematical model of 10 dimensions can probably do if we use the first 3 to model our familiar 3D world.

    26. Re:So Many Questions by vlm · · Score: 1

      I was unaware that physics had shown that there wasn't a 4th dimension. I'm not sure how physics or physicists could prove this.

      There's a lot of DoF thermodynamics calculations that prove, that at least at some scales of distance and energy, any extra dimensions must either not exist or interact a remarkably small amount with the other three. For instance, a rough definition of temperature is wiggling/flying in three dimensions, you can predict exactly how fast gas atoms should move at a certain temp, and interestingly enough when you resolve their movement into 3-d vectors the graph pretty much matches up. So either they don't exist, which is the simplest explanation, or at the very least, at the scales in the experiment they interact so minimally as to be irrelevant.

      http://en.wikipedia.org/wiki/Degrees_of_freedom_(physics_and_chemistry)

      There's also some weird cosmological stuff you can do on the extremely large scale to prove there's probably only 3 space dimensions.

      So that pretty much rules a 4th space dimension out, from molecular scale up to astronomical scale. Maybe not at string theory subatomic scale. Maybe.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    27. Re:So Many Questions by somersault · · Score: 3, Interesting

      Hmm... well that would similarly work for a sphere containing another sphere.. but a torus or any other object with a hole is surely a different class of object.. I'm not sure what the 2D representation of a torus would be..?

      --
      which is totally what she said
    28. Re:So Many Questions by hufman · · Score: 1

      Thank you! I didn't have a clue what he was talking about, so thank you very much for explaining it :)

    29. Re:So Many Questions by e2d2 · · Score: 1

      Dimensions are user defined so the 4th dimension could technically be any dimension you wanted to quantify. Think of it as an attribute of the space you want to define.

      If we're using time as the 4th dimension, which seems fairly standard, then games like Braid or Forza 3 (and probably mnany others) have already conquered this dimension, allowing one to "back up" in time or "move forward".

    30. Re:So Many Questions by Anonymous Coward · · Score: 0

      A friend from college (we'll call him BYL) wrote some fiction about a device that could manipulate 5 dimensions (none of which was time). The idea was similar to comparing 2D to 3D, there was an additional axis. With 5D, we have 2 more axis in addition to 3D. An example was that you could rob a bank, by simply entering the closed 3D space via the gaping hole left on the 4th and 5th dimensions, but those perceiving only 3D would see this as teleportation.

      Brain bending thoughts ensued, but since then I have never assumed a 4th dimension to be Time unless explicitly stated as such.

    31. Re:So Many Questions by francium+de+neobie · · Score: 2, Informative

      I don't really understand what you meant.. but there are no 4D toruses in the video - it's totally ok to have 3D, 2D, 1D and point objects in a mathematical 4D space. The point of allowing movements in a fourth dimension is to allow the toruses to be joined without breaking them.

    32. Re:So Many Questions by imakemusic · · Score: 1

      The fact that I'm not slowly moving sideways?

      --
      Brain surgery - it's not rocket science!
    33. Re:So Many Questions by Anonymous Coward · · Score: 0

      So, you're speaking as "a physicist", but you can't spell spatial, but you did manage to spell physicist, mathematically, experience....

    34. Re:So Many Questions by ZXDunny · · Score: 1

      Thank you! I didn't have a clue what he was talking about, so thank you very much for explaining it :)

      That's... absolutely no problem at all! Your reply just brightened up my day, so many thanks in return!

      --
      10 PRINT "SCUNTHORPE"(2 TO 5): GO TO 10
    35. Re:So Many Questions by Monkeedude1212 · · Score: 1

      What is to say that time isn't spatial?

      You either don't understand time or you don't understand spatial.

      Suppose you are a 2 by 2 by 2 cube. One corner reaches 0,0,0 coordinates and the other corner reaches 2,2,2. I am also a cube of the same size. I could not occupy 1,1,1 simply because you are in the way.

      Now, lets suppose time is another dimension. Same scenario, except you are essentially INFINITE in your last dimension (time) because you never disappear, your matter is always physically present* (One of Newtons laws I think, energy and matter remain constant?).
      So 0,0,0,infinite to 2,2,2,infinite.

      Under no circumstances could I occupy 1,1,1 while you are there. You could say that at 0 seconds you are there and at 2 seconds you are not there, but that would mean that your co-ordinates change depending on your time. That seperates it as a spatial dimension, since all of them are independant from each other. Movement along the X axis does not change your Y, or Z, and same for the others. Moving along t should not affect your X,Y, or Z.

      However, in the real world - it does. In the real world, your X,Y,Z is derived using Time. Deeply intricate yes, but time is not spatial.

      *Yes, I know you can move, you do not remain stationary forever, I'l get to that

    36. Re:So Many Questions by Rude+Turnip · · Score: 1

      A lot of what you're describing is entropy, not the passage of time. I've become convinced that what most of us perceive as time is simply entropy. Being physical beings subject to such rules, it would figure that we'd see things this way. In the end, maybe Douglas Adams was right: "Time is an illusion. Lunchtime doubly so."

    37. Re:So Many Questions by somersault · · Score: 1

      Have been thinking about it, and I guess this analogy just isn't working because the 2D representation of a 3D object with a hole in it probably isn't even possible.. so I can't quite imagine with the 4D representation would be, apart from to think that it still would not be possible to intersect them any more than you can cause two circles to merge by changing one of them into a sphere (which would be the real 3D form of a circle, rather than a ring or a cylinder which again are both toruses..). In 2D I'd say that 2 circles can't overlap without breaking each other any more than 2 spheres can overlap each other in 3D space.

      --
      which is totally what she said
    38. Re:So Many Questions by ShakaUVM · · Score: 1

      >>I was unaware that physics had shown that there wasn't a 4th dimension. I'm not sure how physics or physicists could prove this. Perhaps what you meant to say was that the math currently used by most physicists does not need a 4th dimension.

      Actually, there's a good amount of work done trying to figure out if physics would work with more than 3+1 dimensions (i.e. 3 spatial, 1 time), and a lot of people are convinced only 3+1 would work.

      http://en.wikipedia.org/wiki/Spacetime#Privileged_character_of_3.2B1_spacetime

    39. Re:So Many Questions by Colonel+Korn · · Score: 1

      Take a read through Flatland, its a short story based on a square who lives on a 2 dimentional plane. Basically how he can only see things in 1 Dimension (a line) because him and his world are on a single plane.

      The XKCD alt-text contains a nice in-joke about flatland (IIRC) - all women are straight lines, and the more important a member of society, the more sides he has - a priest would be almost a circle, as he has so many sides he looks circular. The alt-text goes:

      "Also, I apologize for the time I climbed down into your world and everyone freaked out about the lesbian orgy overseen by a priest."

      Which is what the flatlanders would see when a stick-man enters their world :)

      Wonderful explanation for those of us who haven't read Flatland. Thanks!

      --
      "I zero-index my hamsters" - Willtor (147206)
    40. Re:So Many Questions by francium+de+neobie · · Score: 1

      As for how the linking works for the torus, perhaps you can think about it from a 3D perspective.

      The moment the torus is lifted in the 4th dimension, you'd see its disappear because it's 4th coordinate is different from yours. It's just like a Flatlander would see a ring disappear from their world if a 3D person lifts it along the 3rd dimension.

      Then, fixed to the modified coordinate in the 4th dimension, you move the ring along 3D space such that its projection intersects the other torus. Then, you put the 3D torus down in the 4th dimension.

      What you see from the original torus' 3D space would be that the other torus suddenly appears and it intersects the original torus. No breaking involved.

    41. Re:So Many Questions by einhverfr · · Score: 1

      I have often joked that if Time is the fourth dimension identical to space, than the fifth dimension must be the Dow Jones Industrial Average since that is very frequently plotted as perpendicular to time ;-)

      --

      LedgerSMB: Open source Accounting/ERP
    42. Re:So Many Questions by Anonymous Coward · · Score: 0

      It looks like you can change which dimensions you see, so you go from a projection of 4D space onto XYZ space to a projection of 4D space onto WXZ or something similar. Then after changing the rings W coordinate, you switch back to XYZ space, and the shadowy boxes seem to be things which are adjacent to you in the W dimension. The fact that movement seems to be quantized makes everything a lot easier.

      In any case, you then change the necessary XYZ coordinates so that they would correspond to the rings interlocking if they both had the same value of W, and then switch to WXZ space, push it back to its original W coordinate, and then switch back to XYZ space to "marvel".

    43. Re:So Many Questions by Monkeedude1212 · · Score: 5, Informative

      Think about it this way:

      You put a box inside a safe. That safe has no doors. How do you get the box outside the safe? You slide it through the fourth dimension - so that the walls of the safe are no longer in the way. You change its XYZ co-ordinates, slide it back through the fourth dimension so its about where it began. The box is now outside the safe.

      If thats still a little tricky to understand, we'll explain it flatland style.

      You draw a circle inside of a square on a piece of paper. How do you get the circle outside of the square (assuming you can't move the lines through each other). Well, if you had the ability to take the circle off the paper, move it a few inches, and place it back on the paper, you would have moved it outside of the square with no intersection taking place.

      The same thing is happening here, you are taking two rings, sliding them among a dimension that they do not occupy (thus removing any chance for collision) and then putting them back. Its tough to wrap your mind around, I know.

    44. Re:So Many Questions by francium+de+neobie · · Score: 2, Informative

      You don't need to imagine the shape of the object in 4D space. It's really simple - a purely 3D object in 4D space occupies no "volume" in the 4D space because its height along the 4th dimension is zero. So when you lift a torus, or any 3D object up in the 4th dimension, the object effectively disappears from the original 3D space. Then, as long as you don't move the object back to its old coordinate along the 4th dimension, you can move it in any 3D way you want.

    45. Re:So Many Questions by Ephemeriis · · Score: 4, Informative

      I don't see how adding another dimension can magically allow two objects to become linked when they were unable to be linked in a lower dimension. Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other.

      Say we've got two circles drawn on a 2D plane - a sheet of paper. Assume their edges are physical boundaries - if you push them together they'll bump into each-other, not merge or join.

      Now, pick one of those 2D circles up off of the page. It no longer occupies the same 2D space that the other circle does. You can move it back and forth without it bumping into anything, because the other circle is stuck down on the piece of paper.

      If you move the two circles so that they're overlapping a bit, like a Venn diagram... And then drop that circle back onto the 2D plane of the paper, they're now overlapping or linked. Even though that would have been impossible to do in just two dimensions.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    46. Re:So Many Questions by Fnord666 · · Score: 1

      Basically someone took this idea, and imagined what it would be like if there were a 4th spatial dimension we were unaware of (physics has however shown us that there isn't one). If someone pushed a 4d Cube (or hypercube) through our 3d plane, what would we see? Nothing at first, then a cube show up, then it grows into its full size, then shrink back down, and disappear.

      See also Spaceland by Rudy Rucker.

      --
      'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
    47. Re:So Many Questions by losfromla · · Score: 2, Insightful

      serious physicists really believe those dimensions might exist.

      Serious physicists work on testable, proveable concepts. String theory is little more than an exercise in imagination and really hairy mathematics. It requires far too many variables to close and new ones are added as they realize that they can't get anything that resembles reality despite the wonderfulness of the math. I've (as an informed layman) have lost interest in this black hole for research funding. Serious physicists have too. The ones still "working" on string theory are doing so because dropping it would invalidate their entire careers.

      --
      Only I can judge you.
    48. Re:So Many Questions by Hatta · · Score: 1

      I don't see how adding another dimension can magically allow two objects to become linked when they were unable to be linked in a lower dimension. Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other.

      Two circles on a piece of paper might be the 2d projection of a 3d object like a torus. Imagine a cross section through a donut. Two circles in 2d, but one continuous solid in 3d.

      --
      Give me Classic Slashdot or give me death!
    49. Re:So Many Questions by ZXDunny · · Score: 1

      A little googling turned up Google books' own scans of the original book (from 1884, no less!) and I'd recommend it wholeheartedly:

      http://books.google.co.uk/books?id=R6E0AAAAMAAJ&printsec=frontcover&dq=flatland&source=bl&ots=B9O1Bn_kho&sig=iEnx2rKJ_0-bBrAKXWLDP_Jfle4&hl=en&ei=iWuzS-buHcKA4QbrvO3LAg&sa=X&oi=book_result&ct=result&resnum=4&ved=0CBkQ6AEwAw#v=onepage&q=&f=false

      And I think I'll go brush up on it myself :-) Thanks for the replies, my day gets better and better!

      --
      10 PRINT "SCUNTHORPE"(2 TO 5): GO TO 10
    50. Re:So Many Questions by mikeee · · Score: 1

      I think a tetrahedron, growing into a 8-sided d8 kind of thing, then back - a cube has six faces, but a hypercube has eight cubes for, er, faces (one on each end, and then a cube connecting the faces of each of those).

      Not at all sure, though.

    51. Re:So Many Questions by somersault · · Score: 1

      Still having trouble visualising moving a torus into 2D, let alone 4D.. you might think that getting an orthographic perspective of a 3D object can give you a 2D representation - it works for a circle.. but it doesn't really work for any asymmetric objects, including toruses.. I suppose if you don't actually add an extra dimension to a 3D object when transferring it into 4D space then from a 4D perspective it might be possible to make it look like the two objects have become joined without breaking any boundaries, but that's simply a matter of perspective.. for example someone else pointed out how 2 2D circles can be moved past each other in 3D space without interfering with each other, and from an orthographic perspective they could look like they have passed through each other when they are 3D space.. so yes assuming the equivalent of an orthographic view in 4D space I can accept this game, but in reality I don't think the 2 objects ever actually exist at the same location in 3D space.

      Wow, this is fun :p

      --
      which is totally what she said
    52. Re:So Many Questions by leonardluen · · Score: 1

      a 2d representation of a torus would be a circle.

    53. Re:So Many Questions by HungryHobo · · Score: 2, Interesting

      I've been thinking about trying to make something like this for so long but I've never been able to work out a sensible way of switching dimensions.
      Looks like these guys managed to make a decent game out of it.
      I've gotta try this this evening.

      Original thought was to try for 6 dimensions which you could rotate through but of course the number of points you need to keep track of going exponential- 4 points for a 2D square/rectangle, 8 points for a 3D cube, 16 for 4D, 32 for 5D, 64 for 6D....

      this is an area which could potentially make for some really unusual and head bending games

    54. Re:So Many Questions by inhuman_4 · · Score: 1

      Someone give this person some mod points.

    55. Re:So Many Questions by damien_kane · · Score: 1

      I'm not sure what the 2D representation of a torus would be..?

      Depends on your perspective.
      Viewed from the top (with respect to the hole), it would simply be a circle.
      Rotate 90-degrees and it would be a filled-in rectangle.
      45 degrees between those two points, two concentric ellipses (or potentially a single filled ellipse, depending on the thickness of the toroid).

      Bringing that same toroid up to 4d is the difficult part; we as humans have no actual visual reference to a 4th dimension, in the same way that we can reference a 3-dimensional object in 2 dimensions from different angles.

    56. Re:So Many Questions by SoVeryTired · · Score: 2, Informative

      Topologically, the torus can be identified with something called S1xS1 (the cartesian product of two "one-spheres", aka circles).
      Likewise, the n-dimensional torus is the cartesian product of n copies of the circle.

      This means that the one-dimenstional torus is just the plain old circle. In one dimension, the torus and sphere are the same thing.

      --
      Slashdot: news for Apple. Stuff that Apple.
    57. Re:So Many Questions by somersault · · Score: 1

      I did consider that, but in that case I think you'd still end up with 2 spheres.. I don't think there is an analogy between the two spaces for most objects. Circles have a very similar formula to spheres, and they are both quite simple objects from one perspective, but then imagine irregular shapes - for example imagine a pyramid.. it could be seen as a square if you took a projection from above, or a triangle from the side - there is no 2D representation that can do it justice without drawing several shapes.. I'm thinking to define a donut shape in 2D you'd probably need at least 4 circles.

      --
      which is totally what she said
    58. Re:So Many Questions by Anonymous Coward · · Score: 0

      They mean 4d in the sense of a Klein Bottle.

    59. Re:So Many Questions by francium+de+neobie · · Score: 1

      They do. Again, don't think about it like they're real objects, think about it from a mathematical perspective.

      If two 2D circles exist in a 3D space, their z coordinates are the same (they're not tilted), and the distance between their (x,y) centers is smaller than the total of their radii - then they intersect. If distance > radii, then they don't intersect. Really simple.

      Same 2D circles, z coordinate differ by 0.000000001, and assuming you don't tilt them - then they DON'T intersect no matter how they're arranged. Now, you can move one of the circles in any way you want without having any collisions (collisions, again, having mathematical definitions) against the other circle.

      There's no "looks like" here. It's just mathematics.

    60. Re:So Many Questions by somersault · · Score: 1

      Yeah I suppose I've been thinking of actually turning the objects themselves into 4D objects when they move into 4D space, the same as how I think the 3D version of a circle is a sphere.. since a depth-less circle can't really exist in 3D.. but you can kind of imagine it existing in 3D space all the same. That's helpful, thanks :)

      --
      which is totally what she said
    61. Re:So Many Questions by the_humeister · · Score: 1

      Depending on the angle of the torus in 3D, the torus could look like two circles, one inside of the other or two rounded cylinders, one inside of the other in 2D.

    62. Re:So Many Questions by somersault · · Score: 1

      No I can understand that part, I just would also have been translating the safe into 4D space in my mind too which would mean that all versions of the box were encompassed by their own safe so to speak. But if you don't have a 4D safe nor box, but still use 4D space, there is no problem..

      --
      which is totally what she said
    63. Re:So Many Questions by Jimmy+King · · Score: 1

      Damn you. Now I've got a strong urge to dig out my NES. I played those games a ton back in the day and I'm pretty sure I picked up the first 2 at Funcoland way back in '01 or so and then promptly forgot about them.

    64. Re:So Many Questions by Anonymous Coward · · Score: 0

      A 2d representation of a torus is a cross-section of a torus. It could be anything from a single elipse to two elipses to an elipse with a central hole to a funny looking shape with rounded ends and rounded edges that is collapsed on one side.

      You can't derive what the 3 dimensional shape is solely from it's cross section. You need to have multiple cross sections passing through the 2d plane to get any understanding of what that object is in 3d space.

      The fourth dimensional shape is anything that produces 3d cross sections, and similarly you can't derive that object solely from a static 3d cross section of it.

      Similarly the Klein bottle is a thought experiment where you extrude the idea of a mobius strip into fourth dimensional space (a tube whose inside and outside are part of a single coherent surface). Such an object can't exist in 3d space because it would have to pass through itself.

    65. Re:So Many Questions by TerranFury · · Score: 1

      I'm not sure what the 2D representation of a torus would be..?

      Unless this is intentional, I think you've got it backwards... Gable Snarky (GP) was talking about adding dimensions; you're talking about removing them.

      Anyway, this is still a question we can answer... in one of two ways, depending on what we want:

      The first is that we can always consider 2d slices of the torus-embedded-in-3d donut; these are either concentric curves (which are circles if the plane is orthogonal to the central axis of the torus), a pair of disjoint closed curves (which are circles if the plane contains the central axis), or, in the degenerate cases of the plane being tangent to the torus, either a single circle or a single point.

      The second is that, topologically, the usual torus-embedded-in-3d is a 2-dimensional manifold called, naturally enough, the 2-torus (denoted T^2); this manifold is the cartesian product of a circle (the 1-sphere, S^1) with itself; i.e., S^1 x S^1. Hence another way to generalize the concept of a torus to n dimensions is to define the n-torus as the cartesian product S^1 x S^1 x ... x S^1 of the circle n times with itself. This actually is the convention people use. Note however that while this defines the topology of this object (how things are connected), it does not define its geometry (how far apart things are). There is a natural way to define a metric on this space (as the square-root-of-sum-of-squares of the distances in each direction along the circles), but unfortunately I do not think this agrees with the usual "2-torus is a donut" picture (since the inner radius is smaller than the outer radius).

    66. Re:So Many Questions by Anonymous Coward · · Score: 0

      Hey! I'm a photon you insensitive clod!

    67. Re:So Many Questions by nahdude812 · · Score: 2, Interesting

      A cube entering FlatLand at (45,45,45) degrees of rotation would appear at first as a dot, then grow into a triangle. Then the corners of the triangle would split into line segments which would grow while the original segments shrink until it becomes a triangle again, and eventually a dot and nothing.

      Interestingly at no point would it possess four sides, so to a flatlander, it would be very hard to conceptualize that this is a construct made up of squares (a concept they would understand).

    68. Re:So Many Questions by Conorflan · · Score: 1

      Imagining the tenth dimension, but there are eleven of them. You're forgetting 0, nothing or a non dimensional point - which is the first.

    69. Re:So Many Questions by Anonymous Coward · · Score: 0

      It is very much like a spacial dimension, speaking as a physicist; however, it is also very different. This is clear both from experience (ever try to move back and forth in time?)

      Eh...I have no problems moving forth in time. In fact, it's similar to my experience moving "up" as in away from the center of the Earth. I have no problems falling, but moving up is tough.

    70. Re:So Many Questions by kallisti · · Score: 1

      Time is "a" fourth dimension, in that you can attach a scalar to it and say things like position (10,10,10) at t=4. What this game does is define the game world in 4 spatial dimensions, so you would need four scalars to define a point.

      The game idea is easier to explain by removing a dimension. Suppose you generated a cube maze in 3D, where a given cell could be exited up,down,left,right,forward,back. At any given point in time, a 2D slice of that cube is presented on the screen. You can pivot the slice angle so it is parallel with the three axes at will, thus allowing you to see different parts of the maze.

      Imagine that the maze has a (squared off) U shape which aligns on this page. If you align the screen view with the page, you will see the U, if you align it be vertical out of the page (so it reaches from top to bottom, you will only cut, say, the left side of the U and see an "I". If you walk along the I to the bottom and then switch to horizontal and out of the page, you'll see it switch from one "I" to a different one, representing the bottom of the U.

      Moving up a dimension only means that the "slice" becomes a full 3D space and there are 4 orientations of the slice. The cube maze in my example becomes a hypercube, which is hard to envision, but is mathematically no harder than a 3D, or even a 2D one.

      I had a friend in college who wrote a 6D maze generation program and it used a similar idea. He only presented 2D slices on printouts, though, as real-time 3D graphics was pretty scarce in 1990.

    71. Re:So Many Questions by Anonymous Coward · · Score: 1, Insightful

      You wouldn't be 'linking' rings though in 2d, you would actually be combining them to form one solid object. The proper analogy would be to try and put a smaller ring completely inside another larger one in 2d, being unable to, and then using 3d space to lift and set one inside.

    72. Re:So Many Questions by kalirion · · Score: 1

      Oh, so it's kind of like a game which allows 2D movement only (up/down, left/right) at any one time, but being able to hit a button to rotate the field 90% so that "left/right" go into the direction which used to be "far/near"?

    73. Re:So Many Questions by kallisti · · Score: 1

      Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other. Neither can 2 rings lain on a table, or two cylinders or two spheres be overlapped without breaking them somewhere.

      Think of Flatland, always useful for 4D stuff. Suppose that you took a doughnut and shoved it into Flatland halfway so that it arches outside. To a Flatlander, who can only see the one slice, it appears to be two seperate circles. Only by looking in the third dimension could he see how the things were attached. Similarly, two seperate spheres in 3D could be pieces of a 4D torus.

      Another example is consider a Flatland safe, a perfect square with no entry, no way to get inside. Unless you reach down from the third dimension, where it is easy to reach into the square. Similiarly, a 4D person could remove something from a 3D safe without opening it.

      Finally, as another higher dimension trick, you can make something a mirror image. Take a Flatlander, pick him up, flip him over and back down. He will wind up a mirror of himself. A 4D guy could do the same to you.

      Rudy Rucker has a couple of really good books explaining this stuff, I would recommend them.

    74. Re:So Many Questions by leonardluen · · Score: 2, Interesting

      It is very much like a spacial dimension, speaking as a physicist; however, it is also very different.

      How is it different? why not just consider it indeed being the same as any other spacial dimension? one in which we have a constant velocity that we currently don't, and maybe never will, know how to change. even if 2 objects in our universe have the same coordinates in 3d space they will still miss each other if their 4th dimension of time is different...ie many cars make it through an intersection because they go through at a different times...when their time is the same is when you have a crash...

      that we have a velocity, imparted on us by the big bang, in the time dimension that we don't know how to alter, does not mean it isn't a normal 2 way dimension like the other 3 standard spacial ones. at least to me, thinking of it as being the same as the other dimensions makes for a much simpler model of the universe...remember the earth also used to be the center of the universe back when we didn't know any better.

      maybe i am getting off base here, maybe Einstein already mentioned something like this, but my hypothesis is that the speed of light isn't just a speed limit, but also a constant. everything the sum of all velocity for every object in all spacial (plus time) dimensions in the universe is always the speed of light. ie assuming your are sitting still at a computer, we are currently moving at the speed of light in the time dimension. as we increase our speed in the 3 spacial dimensions, time moves slower for us (according to Relativity) thus we are reducing our velocity in the time dimension. so our velocity through time plus our velocity in all spacial dimensions equal some constant strongly related to the speed of light.

    75. Re:So Many Questions by bill_kress · · Score: 1

      Calling the 4th dimension time is merely a label. For instance, is the first dimension left-right, or up-down or forward-back? We assume it's one of those, and there are generally conventions that are more deterministic when it matters.

      Time is the 4th dimension that we can travel through, although in one direction. We use the time dimension to navigate every day--for instance, you arrive home at night. You look at your house. There is NO WAY you can possibly get inside just traveling in 3 dimensions. You pass through the 4th--now the door is open, you have moved to a different 4th dimension plane where the door is no longer blocking your progress. You proceed through it then shift to a 4th dimension state where the door is once more closed and your house is impenetrable without more 4th dimension manipulation.

      So technically that game is playing in 5 dimensions since time also seems relevant.

      But that just confuses issues. Since everyone is used to time just being there, they ignore it. It's in every game anyway.

      Just because some people call time the 4th dimension in no way implies that this game must also label it that way.

    76. Re:So Many Questions by Anonymous Coward · · Score: 0

      Think about it this way:

      You put a box inside a safe. That safe has no doors. How do you get the box outside the safe? You slide it through the fourth dimension - so that the walls of the safe are no longer in the way. You change its XYZ co-ordinates, slide it back through the fourth dimension so its about where it began. The box is now outside the safe.

      If thats still a little tricky to understand, we'll explain it flatland style.

      You draw a circle inside of a square on a piece of paper. How do you get the circle outside of the square (assuming you can't move the lines through each other). Well, if you had the ability to take the circle off the paper, move it a few inches, and place it back on the paper, you would have moved it outside of the square with no intersection taking place.

      The same thing is happening here, you are taking two rings, sliding them among a dimension that they do not occupy (thus removing any chance for collision) and then putting them back. Its tough to wrap your mind around, I know.

      Well that still does not address how you go about doing it without a collision.

      Take two rings (2D). Raise one in the third dimension. Flip it 90 degrees. Can you link them without having to break one of the rings? No.

    77. Re:So Many Questions by fusiongyro · · Score: 1

      Yeah, but they usually claim that the higher-numbered dimensions are probably small enough to be insignificant at our scale.

      Also, I thought Peter Woit made a compelling argument in Not Even Wrong that string theory is beautiful math, but since it cannot be used to produce a testable theory, it's not science, and we're probably stuck with the 3 dimensions we all know and love.

    78. Re:So Many Questions by Jerf · · Score: 1

      Looking at the video, it is pretty clear that despite drawing the gardens with cubes everywhere, the garden itself is actually made out of points that are being represented with cubes. If they were "really" cubes, the first fourth-dimension shift would not have left the ring that gets moved unchanged; exactly what happens depends on the exact nature of the transformation but it would have done something to it. (I think one likely possibility is that you would end up with something still recognizably a ring, but now only two dimensional.) But because the ring is actually made of points, it's actually a 2D square, so when we shift, the square remains unchanged in the two dimensions we didn't rotate, and so it all works. (You would get the 2D square I described if you rotated such that depth and 4thD switched, leaving height and breadth alone.) That is also why the ring we don't move retained an entire cube, rather than manifesting as a (small) square after the shift.

      So rather than a 3D environment of significant size, we're actually working in a puzzle space of something like 8x8x8x4 points or something (I recall that what is initially the fourth dimension was smaller than the rest but I have not gone back to count. Incidentally, also note that there appears to be another 3D garden world two steps 4above the initial world.).

    79. Re:So Many Questions by crazycheetah · · Score: 1

      The problem with this, is that the fourth dimension is completely impossible to observe realistically through eyes and bodies that only operate on three dimensions. The fourth dimension is only impossible to our perception. How can we test things that we can't perceive? We wouldn't know if it worked, even if it did. To me, the fourth dimension goes beyond my care for science, and into my care for just interesting intellectual imagination.

    80. Re:So Many Questions by aicrules · · Score: 1

      Explain the same using a 1 dimensional starting point instead of a 2 dimensional starting point.

    81. Re:So Many Questions by Phase+Shifter · · Score: 1

      That's a bit misleading...the circle you were moving would collide with the other when you attempted to move it back into the same plane.
      The "How do you get the circle out of the square?" problem is a clser analogy.

    82. Re:So Many Questions by Anonymous Coward · · Score: 0

      "spacial dimension"???

      do you mean special, or spatial?

    83. Re:So Many Questions by Anonymous Coward · · Score: 0

      Time is not the 4th dimension. Think of it this way, left and up are perpendicular. Left and back are perpendicular. Back and up are perpendicular. So each of all 3 dimensions are perpendicular to all the others. Time really isn't perpendicular to anything. A 4th dimension would be perpendicular to up, left, and back, making each of all 4 dimensions perpendicular to the other 3.

      Hope that helps explain why time is not a real spacial dimension.

    84. Re:So Many Questions by Ephemeriis · · Score: 1

      That's a bit misleading...the circle you were moving would collide with the other when you attempted to move it back into the same plane.

      Says who? If you've got some magickal device that lets you shift something into another dimension and move it around at will, who says they'll collide when you move them back?

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    85. Re:So Many Questions by shentino · · Score: 1

      According to Einstein and Minkowski, time is an imaginary dimension, whereas length, width, and depth are real dimensions.

      The 4D distance formula is the familiar "square root of the sum of the squares" so familiar to geometry, but time being imaginary is what gives you the negative in the metric signature.

    86. Re:So Many Questions by Anonymous Coward · · Score: 0

      Be happy its not a quantum video game. There just observing what you're doing will change the outcome. Imagine only being able to beat the game by not looking at it!

    87. Re:So Many Questions by vlm · · Score: 1

      I think you're missing the point. Other than theological arguments, which I don't personally believe in, something that cannot be observed or perceived or tested, just simply doesn't exist. If a tree falls in a forest and no one is there to hear it, did it really fall?

      If a fourth spatial dimension existed, however weakly interacting with the other three, it would still interact in some way, for example, some of the scalar temperature heat "wiggle" would wiggle its way into the 4th spatial dimension. So, you figure out the scalar velocity of a vapor by some kinetic gas theories, some CFD, some thermodynamics, whatever, and get 100 m/s avg speed. Then you actually measure how fast an individual particle goes. It averages 99 m/s. Where's the remaining 1 m/s? It turned into wiggle in the 4th dimension. Enough cycles of theory and experiment later, and you have proven 4 spatial dimensions. Except, of course, that doesn't work. You can do similar quantum mechanical electron orbitals, measure moon/planetary/stellar orbits, etc. It (almost) never comes up short, or there are perfectly valid extenuating circumstances. Leading to the almost certain scientific conclusion there are only 3 spatial dimensions.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    88. Re:So Many Questions by Jerf · · Score: 1

      Many people have done a good job of giving you metaphors on how to think about it. I want to warn about something you must not think about. Forget everything science fiction has ever "taught" you about dimensions. 4D is not "subspace". 4D does not lead to "alternate dimensions", which is loaded down with connotative baggage far, far beyond what the actual math implies.

      A three dimensional space is nothing more and nothing less than a space in which you require 3 numbers to locate a given point. Those three dimensions may be space, but they may be other things too; for instance the rotational characteristics of a rigid object are also three dimensional (three possible axes of rotation you must account for). The description of the income of a two-income family requires two dimensions to describe fully, one describing the one partner's income and the other, the other partner's income. Science fiction and to a lesser extent pop sci load the term "dimension" down with all kinds of things that are, frankly, bullshit.

      A four dimensional space is nothing more and nothing less than a space in which you require 4 numbers to locate a given point. Space-time requires 3 for the spatial dimensions and 1 for the temporal dimension. A strictly 4-spatial-dimension space requires 4 for the spatial dimensions. Technically, that means this game is 5D as there is definitely a time component to the game as well :).

      As I pointed out in another comment, this game appears to actually use a rather small space, where the playfield is actually about 8x8x8x4 or so, with 3D cubes layered on top of points as a presentation device. If that is true, then any constituent cube in the playing field can be described with 4 rather small numbers; 3 for the usual spatial dimensions, then a 4th to indicate its 4d position. Nothing more, nothing less. The reason it looks weird is that we aren't ready for 4D rotations, but mathematically it's a straightforward extension of rotations. It bends our brains because they are highly optimized (with good reason!) for the 3D case, but there isn't much mystery to it.

      If you'd like to see an example of some of the prime-grade bullshit I was referring to, I submit to you this video, which isn't intended to be an exhaustive catalog of every bullshit idea about dimensionality that scifi has produced, but manages quite well nevertheless. It's accurate up to 4 but takes a sharp turn to gibberish after that.

    89. Re:So Many Questions by theCoder · · Score: 2, Informative

      Project Gutenberg also has it: http://www.gutenberg.org/etext/201

      --
      "Save the whales, feed the hungry, free the mallocs" -- author unknown
    90. Re:So Many Questions by tomtomtom777 · · Score: 1

      Rotate 90-degrees and it would be a filled-in rectangle.

      Wouldn't the left and right side of this "rectangle" be half circles?

    91. Re:So Many Questions by crazycheetah · · Score: 1

      While I guess that it's easy to take what I'm saying into theological means, that's not really exactly what I'm talking about. However, the world we interact with is obviously 3D. There's no evidence of the fourth dimension in our world, so of course, to us, it does not exist. But with a little imagination, you can ask what if? What if there's an entirely other dimension that the things we know simply don't interact with. For example, a black hole sucks you "up" in the fourth dimension. In our 3D world, we don't know what happens. Of course. And I'm not saying there's any science to back that one up. But it's a fun idea to play around with.

    92. Re:So Many Questions by Sancho · · Score: 1

      Super Paper Mario for the Wii works like this.

    93. Re:So Many Questions by Anonymous Coward · · Score: 0

      Yeah, that is wrong. It's almost as if someone sat down, took everything they knew and tried to mash it together thinking if all the parts were correct, so too should the whole of the parts. If only anything in this world was that simple; hell, not even coding parts to the whole is that simple. (Think along the lines that combinations make entirely new instances as a superposition instead of just the sum of the whole.*)
      *The code analogy doesn't work so well to prove this.

    94. Re:So Many Questions by lewiscr · · Score: 1

      Yes you can. Your 2D rings have a thickness of 0. If you rotate one of the 2D rings along the Y axis, so now it's in the XZ plane instead of the XY plane, you can drive it through the ring in the XY plane. As far as the ring in the XY plane is concerned, the ring in the XZ plane does not exist.

    95. Re:So Many Questions by FiloEleven · · Score: 1

      Don't think of 3D objects as being "versions" of 2D counterparts. If you only look at 2 dimensions, any number of things could result in the projection of a circle: a sphere as you mentioned, which will always project a circle in 2D, but also a cylinder, an oblate or prolate spheroid (I had to look those terms up--basically a Skittle shape and a football shape) which will only project circles when oriented certain ways. A torus will project two concentric circles if it is bisected like a bagel, and it will project two circles separated by some distance if it is bisected with 90 degrees rotation from that, like a donut half dunked in coffee.

      If you think about 2D as "slices of 3D objects," then you don't need to worry about the missing dimension when they are manipulated in 3D: it's there, it's just that 2D projections can't show it.

      My belief is that if there is a 4th dimension as conceived in the game, then every 3D object already has a 4D component that we aren't able to perceive, much in the same way that a tiny 2D person would see an upside-down coffee cup placed over him as an impassable ring (a 2D "wall") suddenly appearing. I think the game also takes this perspective--notices that in the 4D shift, the "ring" being moved has a shadow sticking out to the left, presumably its 4D component made visible.

    96. Re:So Many Questions by TerranFury · · Score: 2, Interesting

      Watching the video, it appears (1) that the objects are all cubes, and (2) that all movement (in all dimensions) is in cube-sized jumps (although these are animated smoothly). This makes me think that the underlying representation is as 4d voxels.

      If I'm counting cubes right, then the world shown is about 9x4x6 cube-units in the x,y,z-dimensions, and maybe 4 cube-units in the w-dimension. So you need a 9x4x6x4 voxel grid; that's 864 voxels, and can be represented as a bitfield with just 27 32-bit integers. Not bad at all.

      From reading the website, it seems that one can simply choose which three dimensions you see on the screen at any time. In the video, the ring they show lives in a 2d slice of the voxel grid. Then there are two axes which are orthogonal to this slice, and it appears that when in the video they "go into the fourth dimension" what they are doing is switching between which of these two dimensions they are appending to the two the rings lives in to get the three dimensions they display.

      I wonder if they enforce that you select dimensions in a way that is orientation-preserving (e.g., you can't go (x,y,z) ---[swap z/w]---> (x,y,w)--->[swap y/z]--->(x,z,w)--->[swap w/y]--->(x,z,y) )?

      Anyway, it seems that this "toggling dimensions" thing is not animated in any particularly tricky way. What would be absolutely awesome though is if they, as you suggested in your post, actually animated a continuous rotation between the two. Since each exchange only swaps two coordinates, each rotation is really a 2d rotation, and can be represented as a Givens rotation; all they need to do is interpolate the angle. The one issue though would be computing the intersection of your 4d cubes with your 3d subspace as you do this interpolation, since your intermediate shapes won't be cubes...

    97. Re:So Many Questions by bigrockpeltr · · Score: 1

      Actually the 4th dimension could be time however it might have to be a subset of time as i will try to explain now. If you have two rings one wooden and one metal. If you move the metal ring forward in time past the point the wood has decayed and change its spatial position then move back in time, the rings will be interlocked. However, i say it should be a subset of time or more like a property time because if you go forward in world time and move the metl ring and then go back in world time the metal ring would still be in its original position. So the fourth dimension would be just the timeline for the woodden ring and would be a property (possibly unique) of an object in that world much like an object's x,y,and z. However there is the possibility of a 5th dimension where this only makes sense to me.

      --
      $ unzip, strip, touch, finger, grep, mount, fsck, more, yes,fsck,fsck,fsck,umount, sleep
    98. Re:So Many Questions by Omestes · · Score: 1

      Take two rings (2D). Raise one in the third dimension. Flip it 90 degrees. Can you link them without having to break one of the rings? No.

      Your thinking of the second dimension as pieces of paper, not as proper 2d solids. You can't overlap in 2D, so putting one ring on top of the other would result in one object. Another problem is that you can't link two objects in 2D like in the video. In 2D you would end up with one ring, and then a dot (cross section of a 2D ring rotated in 3D) outside, and a dot inside the 2D ring.

      It would be impossible to link the rings from a 2D perspective, though, since there is no way they could overlap. You wouldn't have 2 rings, you would only have a ring and two dots (or rather 1D lines).

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    99. Re:So Many Questions by spazdor · · Score: 2, Informative

      No, that's the zeroth. A point has no dimension.

      --
      DRM: Terminator crops for your mind!
    100. Re:So Many Questions by ikono · · Score: 1

      Only if the torus is a doughnut, instead of a washer

      --
      Karma is for whores
    101. Re:So Many Questions by thrawn_aj · · Score: 1

      We haven't been able to find any evidence of "real" higher spatial dimensions

      Though superstring theory requires 10 or 11 dimensions of space (from what little I understand), so serious physicists really believe those dimensions might exist.

      Just a pet peeve. Physicists have reasons to think those dimensions might exist. 'Belief' is the term that science reporters use when they paraphrase scientists. Carry on ... and don't mind me :)

    102. Re:So Many Questions by EventHorizon_pc · · Score: 1

      Miegakure's fourth dimension looks to be another spatial dimension. From what I read/watched about it, you can swap the fourth dimension with one of the other "horizontal" dimensions. Notice the green grass world is replaced by slices of a few worlds, and the ring is placed in the desert world slice, then the dimensions are swapped so it is simply a desert world, and the process is reversed to get back to the grass world.

      I've heard that adding multiple time dimensions helps simplify things in some fields, and it causes some interesting effects. Try googling "hypertime." How could multiple time dimensions be implemented in a game? Are spatial and temporal dimensions "swappable" like is done with 2 spatial dimensions miegakure? I can see using a time dimension as a spatial dimension, but the reverse doesn't seem too useful to me at the moment. Hmm, I may need to start my own crazy dimension swapping game. It would be kinda fun walking forward and backward through time, ignoring the arrow of time completely until it is returned to a temporal dimension.

      Out of curiosity, what other {important, useful, interesting} categories of dimensions could there be besides spatial and temporal?

    103. Re:So Many Questions by thrawn_aj · · Score: 1

      I've gotta try this this evening.

      Unfortunately, it's not out yet. I've always wondered how so many entries in the Indie contests don't offer the games (free or paid) until much later. Is it that they have a working prototype (I know this particular game must - from the Youtube vid) and just need to provide videos of their games to enter?

    104. Re:So Many Questions by thrawn_aj · · Score: 1

      I agree. That's the beauty of mathematics. It takes us beyond the limitations of our senses and sometimes even our imagination. There are always some people who demand that a conclusion reached through mathematical procedures be intuitively understandable. Higher dimensional math is a prime example of why such demands are fundamentally misguided.

    105. Re:So Many Questions by FlyByPC · · Score: 1

      Two circles can't even remain linked in 2D, although they can remain linked in 3D (provided they are noncoplanar.) Perhaps one could be moved into the 4th dimension to allow the linking to happen without breaking them (two 2D circles can't be linked even in the 3rd dimension without breaking them.)

      I suspect that if you could take two 2D circles into the 4th dimension to link them in the 3rd, you could link two *spheres* in the 4th dimension by taking one into the 5th to accomplish the link.

      --
      Paleotechnologist and connoisseur of pretty shiny things.
    106. Re:So Many Questions by Phase+Shifter · · Score: 1

      Says who? If you've got some magickal device that lets you shift something into another dimension and move it around at will, who says they'll collide when you move them back?

      Intersection is equivalent to collision. Linked tori do not intersect.

    107. Re:So Many Questions by TerranFury · · Score: 1

      To reply to my own post....

      The one issue though would be computing the intersection of your 4d cubes with your 3d subspace as you do this interpolation, since your intermediate shapes won't be cubes...

      Actually even this isn't too hard. Your 4d cube is the intersection of 2*4=8 halfplanes in 4d, so what you need to do is compute the intersection of this with the 3d subspace you're viewing (which is a 1d equality constraint). The intersection of each cube plane (a 3d subspace) with your viewing subspace (a 1d constraint) is a 2d plane. You've got 8 of these, so you've just reduced the problem to finding the convex polyhedron which is the intersection of 8 halfplanes in 3d. This is precisely what people have been doing with e.g. BSP trees for years. Or, even better, there are some fast plane-sweep algorithms from computational geometry to do this that I'm sure you can just pull in from a library (e.g. CGAL). Done!

    108. Re:So Many Questions by mwvdlee · · Score: 0, Flamebait

      Fox News has enough trouble mastering anything beyond one dimensional thinking, please don't get them involved.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    109. Re:So Many Questions by CorporateSuit · · Score: 1

      Relativity and Gravity disagree.

      If speed increases your mass by compressing "time" (relatively) then time can be considered a 4th dimension.
      Gravity is affected in 3 dimensions. If there was a 4th spatial dimension, the fact gravity isn't affected by it (yet IS affected by the twin paradox of relativity) then a 4th spatial dimension (that isn't time) would have a lot of explaining to do.

      This doesn't disprove a 4th spatial dimension. We know that human understanding of gravity is basic and flawed, and the law of relativity may be limited in scope. It does suggest that if there is another spatial dimension, time would be the 4th dimension, and the 4th spatial dimension would have to be calculated as the 5th to fit in with ANY of our current physics.

      --
      I am the richest astronaut ever to win the superbowl.
    110. Re:So Many Questions by Your.Master · · Score: 1

      The arrow of time is the significant difference. There's no other dimension that associates directionality with entropy, and this drives, for example, all chemical reactions to behave the way they do with respect to time. Chemical reactions are completely symmetric with respect to space, but asymmetric with respect to time. The same goes for nuclear reactions, etc.

      thinking of it as being the same as the other dimensions makes for a much simpler model of the universe

      Sometimes it is, and for that reason sometimes we speak of a space-time continuum and calculate things in 3+1 dimensions. Sometimes it's just wrong though. Often the simpler model is wrong in narrow cases but close enough to be useful in many cases. If it's better in every way, we throw out the complicated model.

      ...remember the earth also used to be the center of the universe back when we didn't know any better.

      The Earth was thought to be the centre of the Universe, in part, because it made for a simpler model of the Universe. You can still work with that assumption and remain consistent in most respects (quick: how often is it important to know where the centre of the Universe lies?), so it's a lot like the space-time continuum. Depending on the geometry of the Universe, an argument could be made that the Earth -- like all points -- *is* the centre of the Universe. It's certainly the centre of the observable Universe, which is kind of tautological but the observable Universe is the only one we can really work with.

    111. Re:So Many Questions by Hurricane78 · · Score: 1

      Exactly. This is actually a 5D game in our 4D world, displayed on a 2D display.

      I think it would be much easier to see a 4D space when you’d have a 3D volume using the same projection effect as when you see a 3D space on a 2D screen, except with one dimension more.
      It would look weird, but it would be a better way to get a feeling for it, than looking at it on a 2D screen.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    112. Re:So Many Questions by Anonymous Coward · · Score: 0

      A mobius strip?

    113. Re:So Many Questions by Anonymous Coward · · Score: 0

      ie assuming your are sitting still at a computer, we are currently moving at the speed of light in the time dimension.

      Except... I'm sitting still on a still chair that's on the still floor of my still house that's built on a planet we call Earth that's spinning at a speed of 900 mph and blasting through space at a speed of 66,000 mph.

      So, I'm not exactly "sitting still"... :) (Yes, your proposition still stands, though.)

    114. Re:So Many Questions by Late+Adopter · · Score: 2, Informative

      How is it different? why not just consider it indeed being the same as any other spacial dimension?

      You can consider it however you like, if it's helpful. You have to be very careful in conversations like these to restrict your hypotheses to ones which have real observable consequences. Otherwise you wander away from science into philosophy, which is a fine conversation to have, but not one that scientists would enjoy having with you =P

      General Relativity, being the most accurate model to-date of time and space themselves, treats time as a dimension, but one with slightly different mathematical properties. In taking the magnitude of a 4-vector, you *subtract* the square of the time component. This makes it possible to get negative distances, which is what "light-cones" attempt to visualize: in the interior of the cone are "time-like" points, where they are separated from the origin by a negative distance (under this sign convention), and are capable of influencing each other causally. The opposite would be "space-like" (nothing I do on Earth now can affect what someone on Alpha Centauri does now, and vice versa), and the boundary on the cone itself is "light-like".

    115. Re:So Many Questions by somersault · · Score: 3, Funny

      .

      (This is to get around the lameness filter)

      --
      which is totally what she said
    116. Re:So Many Questions by Chris+Mattern · · Score: 1

      Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other. Neither can 2 rings lain on a table, or two cylinders or two spheres be overlapped without breaking them somewhere. /blockquote.

      Correct--but if you're seeing the spheres/rings/cylinders in a two-dimension projection, they can *appear* to be passing through each other, but in fact are not, because they are separated in the third dimension that you're not seeing. The same thing can apply if you are seeing 4-D objects in a 3-D projection.

    117. Re:So Many Questions by somersault · · Score: 1

      Thanks, have ordered a copy of his book on the 4th dimension, and I've finally started to get how things could be working here now that I'm not trying to imagine the 3D objects with a 4D component :)

      --
      which is totally what she said
    118. Re:So Many Questions by somersault · · Score: 1

      Yep I was just trying to take dimensions away to help visualise things moving from 2D to 3D. I was thinking too much of simple objects and thinking of ways to compress a 3D object into 2D, but as a lot of shapes are completely arbitrary, you can't just define them with a simple algorithm, the only way to define complex shapes is probably just to define the 3D object from several angles as with a CAD program.

      --
      which is totally what she said
    119. Re:So Many Questions by Anonymous Coward · · Score: 0

      That's roughly correct: The metric assumed by special relativity is, if I remember right:
      (ct)^2 - x^2 = 1 (where c = speed of light, t = time, x = space 3-vector)
      by making some substitutions and such, you can get the familiar lorentz transformations,
      as well as demonstrating their relationship - that is, that speed through minkowski space
      is constant. Admittedly I've forgotten most of general relativity, but it's the same sort
      of thing, only the metric changes depending on the shape of space.

      It's sort of like your car is stuck at a fixed speed, but you can still travel slowly perpendicular
      to the direction of the road without getting to your destination much later. Also, sideways
      position is pure imaginary.

    120. Re:So Many Questions by Alarindris · · Score: 1

      Great post, that is a very interesting way to think about it. A fun mind experiment for sure.

    121. Re:So Many Questions by Anonymous Coward · · Score: 0

      Your ideas intrigue me and I would like to subscribe to your newsletter.

    122. Re:So Many Questions by kukulcan · · Score: 1

      I don't see how adding another dimension can magically allow two objects to become linked when they were unable to be linked in a lower dimension. Two circles on a piece of paper cannot physically merge with each other if you assume their boundaries are solid and cannot pass through each other.

      You're right, they can't. But the video shows 2 rings in 3d. And those rings don't close on one of the dimensions.

      In 2d, a circle is closed, spanning the 2 dimensions. In 3d, a ring is closed in 2 dimensions, but isn't "closed" in the other, so you can use the 4th dimension to link 2 rings.

      So, to get an example similar to the video in 2d you might think of 2 (infinite) lines that you have to move past each other. Adding a 3rd dimension makes this trivial.

      On the other hand, a circle in 2d is a sphere in 3d, so trying to link 2 circles in 2d is equivalent to trying to link 2 spheres in 3d, which isn't what the video shows.

      PS. My manifold knowledge is very rusty, so what i'm saying might be totally wrong. It makes sense to me though.

    123. Re:So Many Questions by QBobWatson · · Score: 1

      Mathematically speaking, to say that a space has n dimensions roughly means that you need n coordinates to refer to a position on that space. In two dimensions (like your computer screen) a pixel is uniquely determined by its x and y coordinates; in three dimensions, a point also has a depth, and so you need x, y, and z coordinates to determine its position (hence a z-buffer). So to say that this game takes place in four-dimensional space just means that the world is a space that requires four coordinates to describe, say x,y,z, and w. Since the "visible" part of the world appears three-dimensional (albeit projected on a 2-D screen), what is presumably happening is that at any given time you're seeing a "slice" of the 4-D world -- probably you start off seeing all the objects contained in the slice where w=0, and you can "shift" objects into other slices, say where w=1 or w=-1. In the example of connecting rings, the player is moving the one ring from the w=0 slice into the w=1 slice, which looks to be pretty empty; then he can move it around as he likes before taking it back into the w=0 slice, where it's now locked into the other ring.

      I would simply think of the game world as a bunch of parallel 3-D worlds. Exactly like a Linux (or Mac) desktop with 4 workspaces is really four parallel 2-D worlds, which have little to do with each other, except you can move windows from one to the other.

      Non-mathematicians generally get hung up on the need to assign a physical interpretation to the fourth coordinate. But if you think of a four-dimensional space simply as the set of all four-tuples of numbers, then you've divorced the space from its interpretation as spacetime or whatever, and it becomes much easier to think about.

    124. Re:So Many Questions by Sethumme · · Score: 1

      Except in the universe of physical-dimensions, when a body is moving in one dimension with a constant velocity, that velocity is not affected by the body's movements or even accelerations in any other dimension (unless, of course, the environment changes such that it now impedes the first dimension's constant motion). A spaceship in frictionless space moving at a constant velocity forward along the Z-axis will continue moving along the Z-axis with the same velocity even if maneuvering rockets give the spaceship new velocity along the X or Y axis.

      Even under your own hypothesis, time must be different than space since time is the only dimension that must lose "speed" when velocity is increased in a different dimension. Consider a spaceship moving at 50% the speed of light along the Z-axis. Adding substantial velocity along the X or Y axis would increase the spaceship's overall speed, and the time experienced by those withing the spaceship would be slower (in agreement with your "conservation of space-time" hypothesis), but there would be no change to the velocity along the Z-axis. Losing that velocity in the X or Y axes would result in restoring the speed of time (as experienced by the passengers) to its previous rate, but not affect the velocity along the Z-axis. Therefore the time "axis" has special properties not shared by the several space axes.

    125. Re:So Many Questions by somersault · · Score: 1

      On the other hand, a circle in 2d is a sphere in 3d, so trying to link 2 circles in 2d is equivalent to trying to link 2 spheres in 3d, which isn't what the video shows.

      Yep, that was the part that was getting me too. On the other hand, the circle doesn't have to be a sphere when converted to a 3D object, it could also be a cylinder. I was wondering if mathematically it always had to be a sphere in 3D, but it turns out that just thinking of it as a cross-section of any object that has a circular shape somewhere is valid from a mathematical viewpoint. It is just common sense after all, no magic happening that I'm not going to have to strain to comprehend :P For some reason I had it in my head that objects must always have equivalents in different dimensional spaces.. and of course you could encode a 3D or 4D object in 2 dimensions (I suppose any sequential access file on a computer could be considered 2 dimensional), but it would just be very messy and rather pointless to "visualise" such a thing..

      --
      which is totally what she said
    126. Re:So Many Questions by somersault · · Score: 1

      *random access file would be fine too in 2D - I was just thinking about 1D at first and wondering if a sequential access file counted as one dimensional, forgot to edit it..

      --
      which is totally what she said
    127. Re:So Many Questions by leonardluen · · Score: 1

      I think you do have a good point and i may have to think on this some more.

      however, suppose the act of accelerating isn't as simple as you throwing mass from a rocket in 3 spacial dimensions. if you think of mass as a 4 dimensional space-time construct. according to relativity mass also has an effect on time dilation, for example as you approach a massive object time slows down. so by accelerating a rocket you are essentially throwing mass in a 4d space-time vector behind you. so the propellant from your rocket is not only changing your velocity through space, but could potentially also change it through time.

      however a possible question arises, on how does throwing that mass on a 4d vector cause time to speed back up to "normal" as your velocity drops...now this might be stretching it a bit, but maybe a way to think of it as similar to how an electric current creates a magnetic field that is perpendicular to a the direction of the current. if you reverse the polarity, or direction the current is moving, it reverses the direction of the magnetic field.

    128. Re:So Many Questions by Anonymous Coward · · Score: 0

      For pattern recognition using neural networks it is common to increase the dimensionality of your problem in order to separate the different features into groups for classification. Once the features have been neatly classified the dimensionality is decreased to the number of classifications. This greatly simplifies the solution even though it seems counter-intuitive.

    129. Re:So Many Questions by dumbunny · · Score: 1

      No, a 2d representation of a torus is an annulus.

    130. Re:So Many Questions by dumbunny · · Score: 1

      A washer is homeomorphic to a torus, but is not a torus itself. You are homeomorphic to a torus as well, more or less.

    131. Re:So Many Questions by dingleberrie · · Score: 1

      I don't see how adding another dimension can magically allow two objects to become linked when they were unable to be linked in a lower dimension.

      Have you ever done a jigsaw puzzle where you have to pick up the piece to insert it into the other one instead of just sliding it along the table?

      It's like that.

    132. Re:So Many Questions by Anonymous Coward · · Score: 0

      Linked torii, by definition, is a 3 dimensional object. The only way to put it in 2D and still retain it's properties is as a projection. As a 2 dimensional object, it cannot exist.

    133. Re:So Many Questions by leonardluen · · Score: 1

      and a circle technically being a specific type of annulus.

    134. Re:So Many Questions by Anonymous Coward · · Score: 0

      The fourth dimension here is another spatial dimension. The difference between our world and the one in Miegakure is the same as the difference between a two dimensional world and our own. If we lived in a two dimensional world we could only move forward and back or left and right. Three dimensions gives an up and down component to our space. A forth dimension gives another component to our space that is hard to visualize, but try to think of it as moving out of our 3D world into another 3D world. With four dimensions you can move around between different 3D worlds, or even exist in multiple 3D spaces simultaneously much like how in a 3D world by moving up and down you travel through different 2D planes. Anyway, our world has 3 spatial dimensions and 1 time dimension so it is "4D", but Miegakure has 4 spatial dimensions and 1 time dimension so it is "5D."

    135. Re:So Many Questions by Antidamage · · Score: 1

      Activision Blizzard's legal department would like to talk to you regarding this "new" dimension you've discovered.

    136. Re:So Many Questions by Weedhopper · · Score: 1

      The problem is that people have a difficult time conceptualizing dimensions because the human mind isn't built for it.

      Take interlocking 2D rings. In strict 2D, the concept of interlocking cannot exist. You're taking your 3D worldview into a 2D space.

      Take, for example, the Olympic rings. That's a 2D projection of 3D objects. There's an implicit cue that this is a projection because lines pass over one another. There is an "over" and an "under." This cannot exist on one 2D plane.

      The human mind isn't even very good at 3-dimensional thinking. If anything, it's built to comprehend 3D but tends to think in 2.5-dimensions.

    137. Re:So Many Questions by Nefarious+Wheel · · Score: 1

      No, a 2d representation of a torus is an annulus

      It can be a circle if the cross-section chosen is tangential to the top of the donut. Think of that sticky ring on the newspaper when you dropped it, icing-side-down.

      Kids, don't try this at home. The sight of a mathematician sacrificing a donut to science can be a traumatic experience to passers-by (to say nothing of it's effect on the mathematician).

      --
      Do not mock my vision of impractical footwear
    138. Re:So Many Questions by Spatial · · Score: 1

      Miegakure suggests that there is a fourth spatial dimention, just like the three you are used to seeing.

      Are you calling me fat?

    139. Re:So Many Questions by mdwh2 · · Score: 1

      why not just consider it indeed being the same as any other spacial dimension? one in which we have a constant velocity

      Velocity, in the time dimension? The rate of change of time, with respect to what, exactly? Be careful of what terms you're using.

    140. Re:So Many Questions by Jaime2 · · Score: 1

      ... sliding them among a dimension that they do not occupy ...

      The two dimensional rings would have to have a thickness (even if it is small) when in the three dimensional world. They many be short prisms (or maybe infinite prisms), but you can't have true 2D stuff in a 3D system. I think it's simpler to simply say that you lift one ring over the other. When the rings were observed in two dimensions, there was no way to describe their height, so they could be short.

      My biggest problem with most games, books, and movies that use extra dimensions, is that they treat three dimensional objects is if they don't have a value for their fourth dimension. That's like claiming that a circle drawn in the XY plane in a 3D world doesn't have a height. Or course it does, the whole plane shares the same height. You also can't "go to another dimension". That's just silly, how would a 2D object (width and depth) go to the height dimension? It could change it's height, but it always had one (assuming the third dimension exists). Also, one extra dimension allows for an infinite number of "alternate realities", it's not one for each dimension. For example, there could be an infinite number of flatlands in 3D space, each piled on top of each other. The occupants of each flatland would be inaccessible to occupants of the others.

    141. Re:So Many Questions by leonardluen · · Score: 1

      yes, indeed that is a problem, however the velocity of time is observable. it is simply the arrow of time. being that we are stuck in it and are being pushed along by it there really is no easy terms to use to define it. but it does exist and we are traveling with it, you can see it by the ticking of the clock.

      The absolute velocity of time probably has minimal meaning to us being that we define all of our existence and experiences from how time affects us. It would have more meaning to an observer outside of the universe. we can't measure the absolute velocity of time due to us being stuck in it, however we can measure differences in the velocity of time between a fast moving and a non-moving object. for the fast moving object time moves slower as compared to the non-moving object. We can measure that difference in how fast time acts on the different objects and that difference is predictable according to Relativity, and even has formulas from which you can calculate the difference based on the 3-dimensional spacial velocity.

      if you really must have terms for the absolute velocity of time, it is likely related to the length of the planck time. but that would be a circular reference in time defining itself which you aren't going to like and are going to use to dismiss me as simply being a lunatic.

    142. Re:So Many Questions by TuringTest · · Score: 1

      This doesn't seem so much like a "fourth dimension" as a form of "subspace" or an alternate 3D reality (then again I haven't played the game and maybe am picking things up wrong from the video).

      Of course you're not going to see the 4 dimensions at once, but it's there.

      The game is using a camera rotation to switch between the 3rd and 4th dimensions, so that only 3 of them are seen projected onto the pseudo-3D visual representation.

      It seems to be switching the left-right dimension with the 4th perpendicular one, keeping the up-down and the near-far dimensions intact.

      Some early computer games did the same trick to represent 3D maps using just a 2D representation - search videos of Tir-na-nog and Dun Darach to see how the perpendicular camera trick was used to move through the 3D map while showing only one plane at a time.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    143. Re:So Many Questions by Anonymous Coward · · Score: 0

      I really enjoyed reading this although I am out of mod points so I'll just tell you in person

    144. Re:So Many Questions by exomondo · · Score: 1

      Well that still does not address how you go about doing it without a collision.

      Take two rings (2D). Raise one in the third dimension. Flip it 90 degrees. Can you link them without having to break one of the rings? No.

      Flipping a 2D ring 90degrees (i.e. rotating it around the x or y axis) means it ceases to be a ring, it becomes a line. Otherwise you are creating a 3D object out of a 2D object and would need to give it a thickness value (a Z value), then you are in 3 dimensions and hence you would need to move it into 4D space to link the 2 rings.

      Remember you are viewing everything in 3D space, say the coordinate system of [x,y,z,0], so then you move the object into the 3D space of [x,y,z,1] and you can move it around without it colliding with anything in the [x,y,z,0] space.

    145. Re:So Many Questions by Anonymous Coward · · Score: 0

      Einstein's legacy: hundreds of thousands of people who 'understand' general relativity from the metaphors taught to them by someone else who didn't understand it and the creation of an equivalence between 4th dimension and time. Einstein and the entire field of Mathematics rolled over in their graves. Existence of a dimension is independent of the units you use to measure that dimension. This could be the 4th dimension of sheep, for all you'd be able to tell from someone saying merely 4 dimensions. In this case, however, I believe they are talking about 4 spatial dimensions, as that FPS counter in the corner and the fact that the game actually moves on to a later point in time confirms that all the games I've played up until now have, in fact, been '4D'.

    146. Re:So Many Questions by mr+exploiter · · Score: 1

      If you actually think what you said makes sense, or that Einstein wouldn't have thought of it if it made sense, then you're an idiot.

    147. Re:So Many Questions by exomondo · · Score: 1

      well strictly speaking if they collide when you move them back they cannot be moved back, or they must be broken or unified since 2 objects cannot occupy the same space.

      you cannot have 2 2D linked rings they are either one object or 2 open shapes, consider if you draw them in 2 different colours, what happens at the intersection point?You either have to stop, or you have to go over the top of the other line. If the 2 lines were the same material (same colour) then you could say it is one continuous line and hences one closed shape, or a union, where one shape forgoes the material at the intersection and simply joins the other shape. If you have an image of 2 linked rings you cannot manipulate them individually, if you can then there is an extra dimension involved or the shapes are not closed, and therefore not rings.

    148. Re:So Many Questions by Anonymous Coward · · Score: 0

      You mean like this kid?

      I know video games aren't the main topic, but apparently, he does, indeed, play video games without seeing them.

    149. Re:So Many Questions by leonardluen · · Score: 2, Insightful

      So einstein is the last person that will ever make a scientific discovery?

      to be a constructive debate you could at least have the courtesy of saying what part of what i said doesn't really make sense, and provide examples why. or provide examples of why none of this is testable and thus doesn't meet the criteria of a proper scientific theory.

      much of what i said is already indeed supported in by relativity, i am merely taking a step further.

      yes there is an idiot in this thread, however it isn't me.

    150. Re:So Many Questions by commodore64_love · · Score: 1

      ZELDA Ocarina of Time (N64).

      The first 3D Zelda game did that same 4D deal, where you had to do a task in the Garoudo desert, travel backwards in time, and then finish the task. (Sorry I can't be more specific but it's been a while since I last played.) So you had to think in all 4 dimensions to solve the puzzles.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    151. Re:So Many Questions by Anonymous Coward · · Score: 0

      Imagine instead a 1-dimensional circle... in 1 dimensions, a circle is just a couple of points in a line... if you have two circles (say A and B) in a line and they are disjoint, then you cannot make them get linked in 1 dimension... there is not enough space:

      But if you move one in two dimensions then it is trivial to do this:

                                  B

    152. Re:So Many Questions by Monkeedude1212 · · Score: 1

      The two dimensional rings would have to have a thickness (even if it is small) when in the three dimensional world.

      Actually they don't. I mean, in our world, we don't have any objects that occupy only 2 dimensions, so the whole extra dimension case is moot anyways, but in the theoretical sense, an object does not have to have a thickness.

      In the realm of programming computer simulations, you are allowed to break these laws of physics. Much like how you can program two objects that don't collide with each other - something impossible to perform in real life, you can program a 2D environment with no depth inside a 3D one. In fact, they are quite often used in video games. I am refering to 1 sided objects, which essentially can only be collided into on one side of a plane. You cannot collide into it from the other side, nor can you collide into it by moving along the plane it intersects.

      Similarily, you can program 3D Objects that don't occupy 4D space, the same way you can program 2D objects that don't occupy 3D space.

      Is it impossible? Yes, but so is Gravity pushing the opposite way. We can theorize what it would be like, which is the same thing we do with these 4 dimensional conversations.

      You can argue it must had a Depth as much as I can argue it does not have to - neither of us would be any more correct since it simply can't exist in the real world.

    153. Re:So Many Questions by Jaime2 · · Score: 1
      But you have to pick a consistent model. My claim that 2D objects had thickness was only true because I stipulated that it was in a 3D world. I'm all for 4D games, as long as the world is consistent.

      BTW, one-sided objects in games are usually due to mistakes, lazyness, lack of resources, or lack of time. Nobody plans to create a world with those rules.

      Similarily, you can program 3D Objects that don't occupy 4D space

      Sure. But if the objects are in a 4D space simulation, then they are 4D objects. Each object doesn't get to choose its dimensions, the world defines that.

    154. Re:So Many Questions by Monkeedude1212 · · Score: 1

      BTW, one-sided objects in games are usually due to mistakes, lazyness, lack of resources, or lack of time. Nobody plans to create a world with those rules.

      You obviously haven't done professional map development, 1 Sided objects in games are at the core of the development, and learning how to use them properly is what makes a great developer.

      Say I want to create a hollow box for the player to play in. Easy enough, Lets say the box is 10 by 10 by 10. Easiest way, make a 1x10x10 brush, copy it 6 times, move each one to be the floor, roof, and walls.

      Simple enough right? Yes, well, that will work, but you've got 6 sides to every brush now, and 6 brushes, so 36 Polygons needing to be rendered.

      Or, instead, I could use 6 One sided brushes, using 6 polygons. Essentially cutting map poly's by a lot. How many polygons make up a map is one of the biggest problems Map developers have. For indoor maps, the entire level is never rendered all at once. They break it off into rooms and hallways, and hallways act at the airlocks between. On outdoor maps, its a bit easier, since you don't have walls or ceilings to render - you have 5 (or 6) poly's for a skybox, and the rest is just the terrain below.

      Don't go around making those claims if you don't actually know about it.

      What defines the world? You stipulating a 2D object in a 3D world must have width does not make it true. We have many computer simulations that can show otherwise. The simple truth of the matter is, you've never encountered a 2D object, none such object exists in the real world (to my knowledge). So trying to place that constraint on it is rather folley.

      There is nothing inconsistent about the world this game is set in.

    155. Re:So Many Questions by Jaime2 · · Score: 1

      There is nothing inconsistent about the world this game is set in.

      I never said there was.

      You obviously haven't done professional map development, 1 Sided objects in games are at the core of the development, and learning how to use them properly is what makes a great developer. Say I want to create a hollow box for the player to play in. Easy enough, Lets say the box is 10 by 10 by 10. Easiest way, make a 1x10x10 brush, copy it 6 times, move each one to be the floor, roof, and walls. Simple enough right? Yes, well, that will work, but you've got 6 sides to every brush now, and 6 brushes, so 36 Polygons needing to be rendered. Or, instead, I could use 6 One sided brushes, using 6 polygons. Essentially cutting map poly's by a lot. How many polygons make up a map is one of the biggest problems Map developers have. For indoor maps, the entire level is never rendered all at once. They break it off into rooms and hallways, and hallways act at the airlocks between. On outdoor maps, its a bit easier, since you don't have walls or ceilings to render - you have 5 (or 6) poly's for a skybox, and the rest is just the terrain below. Don't go around making those claims if you don't actually know about it.

      ==lack of resources

      I didn't say it was a bad thing, I just said it was the truth. What if your player got out of the room? A full model would behave gracefully. It's probably unnecessary, so any rational game developer leaves it out because they are always pushing the boundaries of what their customer's computers can do (or trying to include those with older computers as part of the target market). The lack of resources forces a compromise.

    156. Re:So Many Questions by Jaime2 · · Score: 1

      The simple truth of the matter is, you've never encountered a 2D object, none such object exists in the real world (to my knowledge). So trying to place that constraint on it is rather folley.

      Of course no 2D objects exist in the real world. That's because, as I said, the number of dimensions an object has is based on the world, not the object. Thank you for providing an example for my previous assertion.

    157. Re:So Many Questions by Dthief · · Score: 1

      in Ocarina you could travel back in time, but time was not fluid (ala Braid), it basically was a normal (albeit awesome) 3D game version of groundhog day. This game is using "5D": 4 spatial dimensions + time (when you play time progresses)

      --
      www.RacquetUp.org - Helping Detroit Youth
    158. Re:So Many Questions by ConceptJunkie · · Score: 1

      Thank you! I was waiting for someone to realize this. You saved me from having to point this out. You can link 2 toruses (i.e., 3D rings) and in doing so they do not intersect each other while linked, but would need to do so to get from non-linked to linked in 3D space. "Linking" 2D rings is a bad analogy because you can't have 2D rings that are linked without them intersecting each other. Putting one 2D ring inside the other is the proper analogy.

      --
      You are in a maze of twisty little passages, all alike.
  2. xkcd by toastar · · Score: 1, Informative

    Wow, Randall must have some timing

    http://xkcd.org/

    1. Re:xkcd by cryoman23 · · Score: 0

      lol this morning i went there and like "funny comic" as useral but now that this post here is up i get it bettter now lol

      --
      epic sig..... ya i got nothing
    2. Re:xkcd by toastar · · Score: 5, Insightful

      Actually i think the poster stole it from him.

    3. Re:xkcd by somersault · · Score: 5, Funny

      Now I know what us 6 digit users must look like to the 5 digit users..

      --
      which is totally what she said
    4. Re:xkcd by Pteraspidomorphi · · Score: 3, Funny

      ...You insensitive clod!

    5. Re:xkcd by A.+B3ttik · · Score: 2, Interesting

      If there's nothing to download, how did he play it?

    6. Re:xkcd by dhall · · Score: 1

      Could be worse, you could invoke spongebob references. Not sure if an order of magnitude is equivalent to additional dimensions.

    7. Re:xkcd by Anonymous Coward · · Score: 0

      Due to xkcd Miegakure was this morning on the first position in Google Hot Trends, I guess slashdot is whoring on this.

    8. Re:xkcd by witch-doktor · · Score: 1

      Funnily enough, when I read the comic early in the morning the reference to the game was absent (The 2nd panel was not there) though the theme was the same.

    9. Re:xkcd by Aladrin · · Score: 4, Funny

      You want to know how a character in a fictional cartoon universe played a game that doesn't exist yet?

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    10. Re:xkcd by somersault · · Score: 1

      I actually don't think I was consciously considering the context when I wrote my post, but I did enjoy the vague analogy when I noticed it.

      --
      which is totally what she said
    11. Re:xkcd by cmiller173 · · Score: 1

      This morning you were probably looking at the comic at another point in the fourth dimension. xkcd is always funnier if you move the comic along the 4th as you view it.

    12. Re:xkcd by Anonymous Coward · · Score: 0

      There was a playable demo at PAX East. Game was interesting, although it still needed a TON of work.

    13. Re:xkcd by Hatta · · Score: 1

      So, can someone explain the hover comment in that one?

      --
      Give me Classic Slashdot or give me death!
    14. Re:xkcd by Anonymous Coward · · Score: 0

      If there's nothing to download, how did he play it?

      In the fourth dimension.

    15. Re:xkcd by atisss · · Score: 1

      I'll never see complete IPv6, as I live in IPv4 world..

    16. Re:xkcd by Spy+der+Mann · · Score: 3, Insightful

      Has anyone of you noticed the pun behind A. Square's words?

      Guy: "Hey, A. Square, how's flatland?"
      A. Square: "Still flat. What's up?"

      Take a look at the picture, and notice that there is no "up" in flatland. So, was A. Square's question metaphorical, literal or philosophical?

    17. Re:xkcd by crazycheetah · · Score: 1

      Goddammit. I knew I should have just signed up years ago, instead of just creeping for years...

    18. Re:xkcd by ZorbaTHut · · Score: 2, Informative

      There were playable demos at both GDC and PAX. I presume he was at one of those, possibly both.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    19. Re:xkcd by Rary · · Score: 1

      So, can someone explain the hover comment in that one?

      Yes, someone can.

      --

      "You cannot simultaneously prevent and prepare for war." -- Albert Einstein

    20. Re:xkcd by Lando · · Score: 1

      How's that?

      --
      /* TODO: Spawn child process, interest child in technology, have child write a new sig */
    21. Re:xkcd by somersault · · Score: 1

      *bows in reverence*

      --
      which is totally what she said
    22. Re:xkcd by Anonymous Coward · · Score: 0

      It's possible he did. According to a poster on the XKCD forums, you could demo the game at the last PAX East.

  3. Reminds me of Legacy of Kain by EriktheGreen · · Score: 1

    Or is there more to this game than the video shows? I always thought Time was the 4th dimension...

    1. Re:Reminds me of Legacy of Kain by slim · · Score: 1

      It looks like this game has 4 dimensions of space.

      If time is the 4th dimension, then older games like Pac Man are 3D, conventional modern games are 4D, and this game is 5D.

    2. Re:Reminds me of Legacy of Kain by Thanshin · · Score: 1

      I always thought Time was the 4th dimension...

      I always thought the 4th dimension was ROCK!

      But I guess time is ok too.

      Or PASTA!

      Ok, ok. Time's fine.

    3. Re:Reminds me of Legacy of Kain by rxan · · Score: 1

      Seems to me like it's 2 worlds with 3 dimensions. Like Legacy of Kain.

    4. Re:Reminds me of Legacy of Kain by nlawalker · · Score: 1

      Yeah, same here. "Light world/dark world" with some stuff that can be manipulated in either.

    5. Re:Reminds me of Legacy of Kain by Hozza · · Score: 1

      Yes, Lagacy of Kain's shifts between the real and 'spectral' worlds does seem to be pretty much identical, although the developers never gave it such a high concept PR treatment.

    6. Re:Reminds me of Legacy of Kain by sznupi · · Score: 1

      It seems quite a bit more complex (at least potentially; might be limited in practise by level design)

      In Legacy of Kain you had only two states and nice looking, fluid, but unstoppable, shift between them. Here you can have another (fourth) set of coordinates except XYZ; a spectrum on which you can be anywhere you want.

      I guess it looks similar to Legacy of Kain because there's really no other way to project it onto 3D space...and then project it onto 2D monitor.

      --
      One that hath name thou can not otter
    7. Re:Reminds me of Legacy of Kain by imakemusic · · Score: 1

      I always thought the 4th dimension was ROCK!

      Nope, Reggae.

      --
      Brain surgery - it's not rocket science!
    8. Re:Reminds me of Legacy of Kain by O('_')O_Bush · · Score: 1

      No, because everything in a lower dimension exists potentially in a higher dimension already.

      Rather, 2D/3D/4D refers to the dimensions that one can control and manipulate.

      For example, we exist in a 3D world because, while there is time, we can only move forward through it in this dimension and cannot move freely through it.

      In the same way, someone stuck in a 2D world (like pac-man) could be spinning through a 3D world and never have control over that motion.

      In a 4D (3 spatial+spacetime), we would expect to be able to see or experience all time points in our lives from the time we were born until we die simultaneously and perhaps have some amount of control in manipulating which point of time we are experiencing, just as we can experience all 2D planes that make up our body simultaneously and have some amount of control which 2D planes our body parts are in.

      In short, just because we experience time (or just because a videogame experiences time) doesn't mean that it's in spatial dimensions+1.

      --
      while(1) attack(People.Sandy);
    9. Re:Reminds me of Legacy of Kain by Conspiracy_Of_Doves · · Score: 1

      Time is A 4th dimension, not THE 4th dimension.

      It's not like they're numbered or anything.

    10. Re:Reminds me of Legacy of Kain by Jesus_666 · · Score: 1

      Note that in Germany the 4th dimension is Hip Hop. Consider this if you do hyperspatial experiments with Reggae-calibrated equipment over here.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  4. Flatland by Kagura · · Score: 4, Funny

    This article was written by the most hideous of triangles.

  5. I see what he did there... by bynary · · Score: 1

    There's nothing here but some fancy 3D design.

    --
    http://www.bynarystudio.com
    1. Re:I see what he did there... by shadowrat · · Score: 1

      it's 4 dimensional objects projected into a 3 dimensional space projected onto a 2 dimensional plane.

      it's like a 3d analog of the orthogonal front side and top views in a CAD or 3D Modeling program. You can view the world in any 3 of the 4 dimensions at any given time.

      i think the ring example is a bit complicated. It's not very intuitive so i think people's instincts are to dismiss it as video game trickery. I've seen better, simpler demos where the player sidesteps a seemingly insurmountable obstacle (say a wall that extends really far in x,y, and z) by moving around it on the w axis.

      i've seen this game in person a couple times. it confuses the hell out of me and makes my head hurt.

    2. Re:I see what he did there... by Smidge204 · · Score: 1

      Doesn't look that confusing from the video.

      It seems the "4th dimension" is like a shadow world type place that you can move objects (and yourself) into, manipulate them free from interaction with objects still in "normal" space, then move them back.

      If there's more to it, this video doesn't illustrate it very well.
      =Smidge=

    3. Re:I see what he did there... by bynary · · Score: 1
      After doing some research on the matter, I'm beginning to understand what you're getting at.

      it's 4 dimensional objects projected into a 3 dimensional space projected onto a 2 dimensional plane.

      It's very difficult to grasp the concept. As you stated, it's a 4 dimension concept presented in 3 dimensions which are just a visual manipulation of coordinates on a 2 dimensional plane. It's like trying to draw an n-dimensional array.

      Fascinating...

      --
      http://www.bynarystudio.com
    4. Re:I see what he did there... by shadowrat · · Score: 2, Informative

      It's more than a shadow dimension. Objects can extend into any of 4 dimensions, x,y,z,w. it's a game of visualizing how an object is shaped while only seeing 3 of those dimensions. The shadows are a hint of what's in the unseen dimension. At any point, that unseen dimension could be x,y, w, or z.

      when you are manipulating the objects, it's not like the shadow world in zelda where a door might simply not be there. that shadow world is like a parallel world in the same dimensions. This game is all about one world in 4 dimensions. You have to hold in your head, a 4 dimensional image of what the volume of the object actually looks like. Often the puzzles involve manipulating the objects through many dimensions.

      It bears a lot of similarity to the paper mario games, except it's easy to imagine and hold a 3 dimensional model of the world in your head. the 4th dimension is (for most people) hard to visualize.

      try imagining a cube in x,y,z, then imagine that it has some planes extending out in the z,w and x,w planes. wtf does that look like? Where do you need to be in x,y,w to be standing on the right plane in x,z,w?

    5. Re:I see what he did there... by dubbreak · · Score: 1

      it's 4 dimensional objects projected into a 3 dimensional space projected onto a 2 dimensional plane.

      Exactly. You are just viewing a different 3rd dimension projection of the 4 dimensional objects (which of course is projected to a 2D representation so it is viewable screen). Projections are covered in first year matrix and linear algebra classes.

      --
      "If you are going through hell, keep going." - Winston Churchill
    6. Re:I see what he did there... by vegiVamp · · Score: 1

      How exactly have you seen this game in person if it isn't out yet ?

      If you actually know the guy developing it, get us a damn demo :-)

      --
      What a depressingly stupid machine.
    7. Re:I see what he did there... by Anonymous Coward · · Score: 0

      How exactly have you seen this game in person if it isn't out yet ?

      Oh you 3D people and your stupid questions.

    8. Re:I see what he did there... by shadowrat · · Score: 1

      It's been at GDC the last 2 years.

  6. Re:Zelda - Ocarina of Time (N64) by toastar · · Score: 1

    The first 3D Zelda game did that same 4D deal, where you had to do a task in the Garoudo desert, travel backwards in time, and then finish the task. (Sorry I can't be more specific but it's been a while since I last played.)

    Yes, But it's nothing like chronotrigger!

  7. Soooo.... by Stenchwarrior · · Score: 1

    The 4th dimension, in this case, enables 3D model clipping?

    --
    Loading...
    1. Re:Soooo.... by pak9rabid · · Score: 1

      The 4th dimension, in this case, enables 3D model clipping?

      lol..I thought the exact same thing. So by this logic, Doom II is a "4D" game by typing in 'idclip'...I guess id was way ahead of its time.

    2. Re:Soooo.... by Stenchwarrior · · Score: 1

      Hell yes they were.

      --
      Loading...
  8. The Fourth Dimension? by jimicus · · Score: 2

    Didn't they get to number six with "Baby I Want your Love Thing"?

  9. Re:Zelda - Ocarina of Time (N64) by MozeeToby · · Score: 1

    The 4th dimension in this game isn't time, it's a 4th spacial dimension. Like going from a circle to a sphere. In the video we see the the player moving one loop inside another loop, so that they're intertwined, something that is impossible to do in 3-D space. The equivalent in 2-D space would be to move a small circle inside a large circle without the two ever touching. This can be accomplished only by taking the small circle off the page (into the 3-rd dimension) and dropping it back onto the page inside the other circle.

    Thank you though, until I thought about how to explain it I don't think I really understood what was going on myself.

  10. Re:Zelda - Ocarina of Time (N64) by ZekoMal · · Score: 1
    We could probably even argue that Eversion is a 4D game (even though it's a 2D platformer). Technically you're "everting", but you're ending up in the same exact place with the entire world looking significantly different as if time passed.

    There's a bunch of games that have used time control already, so what's the big deal now? (I know that Eversion probably isn't a great example, but OP's is). Time's always been a fun addition to a game, especially when you manipulate it. Would Sonic Adventure 2: Battle count, considering that they use Chaos Emeralds to slow down time?

  11. Cool, But true 4D? by MuChild · · Score: 0

    As someone pointed out in the YouTube comments, and in the above reply, this doesn't really offer freedom in the 4th dimension, or even an accurate way of looking at the 4th dimension. It's analogous to two 2D mazes stacked on top of each other with the ability to jump between the two. The overall puzzle exists in the third dimension, but not in a "life-like" way.

    Another problem with this type of representation of the 4th dimension is scale. If the 4th Dimension is time, and you want to move in the 4th Dimension to a point at which the object you're trying to circumvent, say a wall, doesn't exist, you have to go back to before it was made or forward to when it decays away. In a lot of places, any wall you're likely to encounter is older than you are which, you might suppose, would mean its size in the 4th dimension would be bigger than you. I suppose if a wall were new, you would be at one edge of it 4th dimensionally-speaking.

    Anyway, I know that this game is just using the 4th dimension as a way of spicing up a puzzle game, for which I applaud them, but I would love to see a real mind-warper out there sometime. There used to be a 4D rubiks cube program, for instance that used to really tweak me out.

    1. Re:Cool, But true 4D? by ViViDboarder · · Score: 1

      Seems cool, and it is 4 dimensional... The only thing is the creators rendition of a 4th dimension is not an Orthogonal dimension. Finding a way to try and represent a 4 dimensional object using 4 orthogonal dimensions has been a bit of a curiosity of mine.

    2. Re:Cool, But true 4D? by Anonymous Coward · · Score: 0

      What is your definition of orthogonal? Mine is that the dot product of any 2 axis is equal to 0.

      (1w + 0x + 0y + 0z) * (0w + 1x + 0y + 0z) = 1w*0w + 0x*1x = 0
      (1w + 0x + 0y + 0z) * (0w + 0x + 1y + 0z) = 1w*0w + 0y*1y = 0
      (1w + 0x + 0y + 0z) * (0w + 0x + 0y + 1z) = 1w*0w + 0z*1z = 0

      According to my math the 4th axis w is in fact orthogonal to the x,y and z dimensions.

      Of course there is still the question of how to correctly represent a 4D space on a 2D screen. Perhaps the easiest way would be to use a volumetric sphere as a screen from 4D to 3D, and then use a 2D screen to project that 3d image onto your monitor

  12. Really exchanging dimensions? by Hythlodaeus · · Score: 1

    The description sounds as if you choose which of the four dimensions to project onto your three, but in the video it looks like you keep the standard 3 and represent the fourth by phasing objects a fixed distance into the 4th, represented by translucency. Haven't had a chance to get hands on this yet, though.

    --
    For great justice.
  13. Actually I'm thinking Metroid Prime 2, sort of by Anonymous Coward · · Score: 0

    I had the idea for a 4D variant of something like Metroid Prime 2 (the one where you switch between a "light" and "dark" world). Rather than there being two discrete "worlds", there would be a whole continuum of "slices" between those worlds, and instead of using specific gates to switch between the worlds, you (as the playable character) would be able to shift yourself continuously along the continuum of slices (using the left and right shoulder buttons or something). So, you're in a 3D world much like that of MP:2, but since you can also move in the "left/right shoulder button" direction you suddenly need 4 points to describe your location in the game world and bam, 4D. Naturally using the 4th spatial dimension would be a gameplay element, perhaps you need to hit a switch that is enclosed (in 3D terms) by a hollow cube or sphere, so you move along the 4th dimension until you get to a spot where the wall of the sphere is nonexistant, move in using the normal 3D directions and shift back along the 4th so you wind up inside the cube.

    I figure playing such a game would be an excellent way of getting an intuitive feel for moving about in 4 dimensions, and if I had any skill in 3d game programing I'd've made the game myself and given it a Japanese name I picked out and have a slashdot article written about me. Ah well... :)

  14. Interesting... by MaWeiTao · · Score: 1

    I was going to make a comment about how if the 4th dimension is time then every board game ever conceived is a 4D game. I was reminded of how 3D ultrasounds are called 4D.

    However, this actually looks quite creative, although I'm having a bit of trouble determining the goal of the game. The immediate problem I see is being able to make things out with so many objects obstructing the view. In some ways this reminds me of Echochrome which I think plays with the notion of multiple dimensions in an even more dramatic and mind-bending fashion.

  15. Super Paper Mario by Bob54321 · · Score: 1

    So... is this just Super Paper Mario but with an additional dimension?

    --
    :(){ :|:& };:
  16. Anonymous Coward by Anonymous Coward · · Score: 0

    haven't played the game but from watching the video....this isn't 4 dimensions at all, it's simply 2 sets of 3 dimensions that you can travel between.

  17. 4...3...2... by Overzeetop · · Score: 1

    So we're inferring a 4th spatial dimension in a game which uses our perception of a 3 dimensional construct on a 2 dimensional screen.

    I'm still waiting for the "wow" moment, and I suspect it's not going to happen here.

    --
    Is it just my observation, or are there way too many stupid people in the world?
  18. Spatial dimensions and geometric projections by valderost · · Score: 2, Insightful

    I haven't wtfv (watched the video), but 4-D can be represented in 3- and 2-D using projections, just like we regularly watch 3-D images projected into 2 dimensions (TV, video games).

    Think of a cone, a 3 dimension shape. In the 3-to-2 dimension projection, that cone can look like a triangle, a circle, an ellipse, or an ellipse with a point, all depending on how you rotate it.

    Now imagine that there's a 4-D shape whose projection changes appearance as the shape is rotated about its fourth-dimensional axis. There's no reason you can't have one projection of it that shows a cube, and another of the same object that shows a sphere.

    It's tough to conceive of what this shape looks like since we can't see or experience it in four dimensions. But it's still possible to develop enough of a concept of the shape to recognize its various projections, learn how they're connected, and eventually be able to navigate it.

    Projecting a shape from 4 to the 2 dimensions of a screen will lose an awful lot of information, but we seem to be good at developing a 3-D concept based on motion and visual cues.

    Interesting stuff.

  19. Temporary graphics? by Martze · · Score: 1

    The main character's sprite looks suspiciously like Claus from Mother 3.

  20. Kind of simple 4th dimension. by Drethon · · Score: 1

    It looks like this is treating the fourth dimension as more of a quick transport (can't watch the video here at work, just looked at the still shots). It would be interesting to see a game wher you could actually move through the fourth dimension incrementally and continually instead of jumping.

    1. Re:Kind of simple 4th dimension. by SharpFang · · Score: 1

      The game is discrete: movement in 4th dimension is just as (dis)continuous as in the basic 3.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  21. Re:Zelda - Ocarina of Time (N64) by twidarkling · · Score: 1

    The 4th dimension in this game isn't time, it's a 4th spacial dimension.

    Okay, explain the functional difference between the travelling through time in OoT, and the travelling through the extra spacial dimension in this. Apart from being more difficult in OoT, it seems the same. You need to manipulate an object in one frame of reference, or move to the other to find an open path, etc. Getting prissy, saying "It's not time, it's a 4th spacial dimension" is irrelevant. It's the same mechanic with a different name. It is, however, different than Braid's time manipulation, yes.

    --
    Canada: The US's more awesome sibling.
  22. Re:4...3...2...1...0... by francium+de+neobie · · Score: 1

    So we're inferring a 4th spatial dimension in a game,
    which uses our perception of a 3 dimensional construct,
    displayed on a 2 dimensional screen,
    stored on a 1 dimensional memory space,
    played by people with 0 life.

  23. Not a new thing ... by tgd · · Score: 1

    There have been a lot of games written over the last 15-20 years, certainly, that attempted to make a usable game doing 4D-2D projections.

    Some were fun, most I played with just gave me headaches. I remember one (can't recall its name) that ran on one of SGI's high end imaging systems using active shutter LCDs so it was 4D->2.5D. That one *really* gave me headaches.

    On an unrelated note, Quake ran really nicely on that box :)

  24. Re:Zelda - Ocarina of Time (N64) by Anonymous Coward · · Score: 0

    Absolutely ! What's new ?

    Ok, so “Zelda III A Link To The Past” is in 3D: two parallel worlds in 2D.
    To make a impossible displacement in one world, you must make this displacement in the second world and come back in the first world .

    Applying this in 3D world, ...

  25. abstrusegoose.com by iYk6 · · Score: 2, Interesting
    1. Re:abstrusegoose.com by bipbop · · Score: 1

      They're both references to Flatland, actually. They both mention it explicitly, and they're hardly the first two to build off the popular work by reference, so I think "copied" is a bit harsh.

  26. No place to live by gmuslera · · Score: 1
  27. string theory by malp · · Score: 3, Insightful

    providing no unique, testable predictions for over 20 years...

    1. Re:string theory by Rogerborg · · Score: 4, Insightful

      providing continuous funding for non-disprovable theories for over 20 years...

      Fixed that for you. Try to focus on what's really important, will you?

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:string theory by Anonymous Coward · · Score: 1, Funny

      providing continuous funding for non-disprovable theories for over 2000 years...

      Fixed that for you. Try to focus on what's really important, will you?

    3. Re:string theory by thrawn_aj · · Score: 1

      providing continuous funding for non-disprovable theories for over 20 years...

      Fixed that for you. Try to focus on what's really important, will you?

      While I'm no lovesick fan of string theory, fair's fair - there hasn't really been much funding for it until 5-6 years ago when Brian Greene's book came out and there was an explosion of interest in it (this was related to some real mathematical progress in the field by Witten that really raised some hopes). Before that, it was really struggling as a field - most funding was private in the form of endowed professorships or positions at places like the IAS in Princeton.

    4. Re:string theory by mwvdlee · · Score: 0, Troll

      providing continuous funding for non-disprovable theories for over 20 years...

      So basically string theory is still a few thousand years behind religion?

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    5. Re:string theory by Antidamage · · Score: 0, Troll

      Ha ha Christianity is only a hypothesis.

  28. Been following this since IGF by Conspiracy_Of_Doves · · Score: 1

    I've been following this thing since it was listed as an entrant in the 2010 Independent Gaming Festival.

    WHEN THE HELL IS IT COMING OUT!

  29. W-axis by AlpineR · · Score: 5, Funny

    Actually, there is a demo to download. You just have to move your mouse along the w-axis to reach the link.

    1. Re:W-axis by moonbender · · Score: 5, Funny

      I think there's an option in xorg.conf to make the mouse wheel do that.

      --
      Switch back to Slashdot's D1 system.
    2. Re:W-axis by LordOfLead · · Score: 1

      Mind you, I am still trying to figure out how to move my mouse along the z-axis...

    3. Re:W-axis by Joe+Snipe · · Score: 1

      I think there's an option in xorg.conf to make the mouse wheel do that.

      I wouldn't be surprised in the slightest...

      --
      Sometimes, life itself is sarcasm...
    4. Re:W-axis by sowth · · Score: 1

      If you had two mice, you could move in four dimensions. Two dimensions for each mouse. I don't know about you, but my head would probably explode if I tried to use such a setup though.

      Then again. maybe it would be a good way to do 3d editing? The various current methods seem cumbersome to me. Almost as easy to type in coordinates manually.

  30. object occlusion in space dimension by pikine · · Score: 1

    So I've traditionally known "the fourth dimension" to be something like time.

    I don't consider time to be the fourth space dimension. In a space dimension, you can move back and forth, and the spatial relationship is not restricted to a relationship of cause and effect. We don't know if it's possible to move back and forth in time yet, but we do know that the time dimension has a cause and effect relationship, therefore it cannot be a space dimension.

    Miegakure seemed to invent non-natural transposed states of the environment that I, for the life of me, could not understand. How did I know which blocks would appear and disappear leaving only shadows? How do I know how far to go in a fourth dimensional direction? Must the player explore the available transposed states before planning their movements along all four dimensions? So that they can construct an interleaved solution?

    I'd say the puzzle is way easier in the fourth dimension because you have one more degree of freedom. Two objects that appear to juxtapose or collide in the lower three dimensions is still collision-free if you consider the fourth. Similarly, although our vision is only the projection of three dimensions to a two dimensional plane, we still understand that an object that appears to be in front of or behind another object doesn't necessary mean the two occupy the same space. If you look at it this way, you can actually play Miegakure with 2D graphics, which would probably be easier.

    What might be puzzling in the Miegakure game is the direction of gravity in the fourth dimension. The preferably easiest configuration is to let the gravity to have no effect.

    --
    I once had a signature.
    1. Re:object occlusion in space dimension by TerranFury · · Score: 1

      What might be puzzling in the Miegakure game is the direction of gravity in the fourth dimension. The preferably easiest configuration is to let the gravity to have no effect.

      From the video it looks to me like gravity is either the constant 4-vector (0,0,-1,-1), or varies depending on the three dimensions currently being displayed.

      I hope it's the former, as that's more consistent. Furthermore, with this method there's no way to select a subset of the three axes without getting one that has gravity; this is probably a desirable property.

  31. Oooo! XKCD has jumped on it. by Conspiracy_Of_Doves · · Score: 0, Redundant

    http://xkcd.com/721/

    He LIES! There is no demo.

    1. Re:Oooo! XKCD has jumped on it. by TerranFury · · Score: 1

      This makes a part of me wonder if the developers did send Randall an early pre-pre-prerelease version not available to the general public so that he would mention it in his comic and generate buzz....

  32. Another 4d game by danhaas · · Score: 3, Interesting

    If you want to try another 4d game while Miegakure doesn't release, check http://harmen.vanderwal.eu/hypercube/ The objective of the game is to push the big ball towards the blue cross, then move the cursor to the square. You will then be outside the box and have to reach the green square again, while you avoid the small ball. Try it in 2d and 3d before going to 4d.

    1. Re:Another 4d game by dstech · · Score: 2, Informative

      There's also a 4d space shooter, adanaxisgpl: http://www.mushware.com/

  33. Re:Zelda - Ocarina of Time (N64) by Requiem18th · · Score: 1

    The linux game Adanaxis (add an axis) does this too.

    --
    But... the future refused to change.
  34. Visualizing torus linking made easy by Dr.+Gamera · · Score: 1

    I, too, struggled with the idea of linking one 3D-torus to another 3D-torus using the fourth dimension. But one visualization made it click for me: do the process in reverse. Start with 3D-torus T1 and 3D-torus T2, linked, in 3D-space S1. Then move T1 into the rest of 4D-space so that it no longer intersects S1; in S1, we are left with T2 linked to nothing. Then move T1 within 4D-space so that it is nowhere near T2. Then move T1 completely back into S1, nowhere near T2. Hey, if you can do that, you can certainly do it in reverse and link T1 to T2.

  35. I Suspect String Theory is Just Wrong by Petersko · · Score: 1

    "Though superstring theory requires 10 or 11 dimensions of space (from what little I understand), so serious physicists really believe those dimensions might exist."

    I suspect string theory is wrong because it's too complex. I think at the core of all physics must be simplicity. If you get as complicated as string theory I think you're heading down the wrong path.

    Physics, when distilled, should be elegant. When Einstein proposed mass-energy equivalence with a formula it changed the world - not because it was a complex relationship that only physicists could understand, but because it was so incredibly simple that it HAD to be right.

    1. Re:I Suspect String Theory is Just Wrong by spazdor · · Score: 1

      Well, the 'simplicity' of a thing is measured relative to the size of the mind evaluating it.

      But never mind, I will defer to your obviously superior universe-designing expertise.

      sincerely,
      God

      --
      DRM: Terminator crops for your mind!
    2. Re:I Suspect String Theory is Just Wrong by evil-merodach · · Score: 1

      While I share the same concerns about string theory, there is also Kaluza-Klein theory which uses extra dimensions to unify gravity with electromagnetism. KK and Brane theory (the latter of which is derived from string theory) does offer an elegant solution to the hierarchy problem in physics. So extra dimensions are not solely a construct of string theory.

    3. Re:I Suspect String Theory is Just Wrong by thrawn_aj · · Score: 1

      I suspect string theory is wrong because it's too complex. I think at the core of all physics must be simplicity. If you get as complicated as string theory I think you're heading down the wrong path. Physics, when distilled, should be elegant. When Einstein proposed mass-energy equivalence with a formula it changed the world - not because it was a complex relationship that only physicists could understand, but because it was so incredibly simple that it HAD to be right.

      No, it changed the world because it worked. It predicted certain things that were observed to be dead-on. If it's science we're talking about, beauty must always take a back seat to utility (in the sense that a principle works - not so much that it should be useful to humanity). The halls of physics are littered with the corpses of beautiful theories that (unfortunately) failed this test.

      There is a difference between 'simple' and 'easy'. The former has to do with the structure (of a theory or principle) and the latter, with actually being able to work with it at a mathematical level. Given that distinction, all physics is simple, even String theory. Depending on your level of expertise, no part of physics might be easy. People often misinterpret this frustration by concluding that the principle itself is complex (or worse, complicated).

      And there really is no reason why the GUT (if it exists) should be simple. We can only say at this point that so far, the principle of simplicity seems to have worked well in finding useful theories and there is good reason to think that that will continue. But to believe that this is necessarily true (and more than a few physicists are guilty of this) is perverting science into mysticism.

    4. Re:I Suspect String Theory is Just Wrong by JoeRobe · · Score: 1

      In principle, most theories are wrong, but they're accurate enough for the experimental data available. Newtonian mechanics was far from simple, especially when first developed - I mean, a new (complicated) math had to be developed to fully appreciate it. But even it was eventually supplanted. Relativity questioned fundamental aspects of Newtonian mechanics, such as whether space and time are on fixed-scale axes. String theory is questioning one more fundamental aspect - whether there are only 3 spatial dimensions. We may get enough data to show that something like relativity is wrong in that it assumes 3 spatial dimensions. So I would agree that string theory is probably wrong, but only because all theories end up being wrong with enough data.

      --
      The best way to predict the future is to invent it.
    5. Re:I Suspect String Theory is Just Wrong by node+3 · · Score: 2, Insightful

      That's why there are only five elements, Earth, Air, Fire, Water and Quintessence, instead of the hundreds those wrong-headed "scientists" seem to think must exist. They claim there exist so many that they have to lay them out in a table to even make any sense of them! What's worse, they don't even know how many more there can be.

      And Newtonian physics is far simpler than quantum theory, as well as simpler even than relativity. Aether is simpler than space-time. Creation is simpler than evolution. Homeopathy is simpler than medicine.

      And don't even get me started on chaos theory!

    6. Re:I Suspect String Theory is Just Wrong by mwvdlee · · Score: 1

      What fundamental law of nature dictates that nature must be simple and elegant?

      Scientists PREFER simple and elegant solutions to complex and convoluted, but ONLY when the complex and convoluted one is less or equally accurate.

      Occam's razor doesn't say you should drop anything that isn't simple or elegant, it says you should drop anything that doesn't make a difference.

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    7. Re:I Suspect String Theory is Just Wrong by jeffasselin · · Score: 1

      Elegance simplicity

      What's more, the elegance of the theory of special relativity doesn't rest in the e=mc^2 formula, but in the fact that all the complex formulas and the predictions (which came out true) can all be calculated from two very simple principles:

      - The velocity of light in a vacuum is constant, independently of the velocity of the emitting body or the observer.

      - The laws of physics are the same for any frames of reference that are moving at uniform velocity in relation to each other.

      Starting from that, Einstein derived the Lorentz transformations and other conclusions which form the theory of special relativity, including the well-known energy/mass equivalence formula which is in fact only a specific case of the Lorentz transformation formula at rest speed.

      The beauty is how very simple and clear "universal principles" combined with mathematical analysis (which isn't that simple) provided a theory which made predictions which have been verified.

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
  36. Sagan explains it best by ShrkBait · · Score: 1

    http://www.youtube.com/watch?v=lwL_zi9JNkE

    --
    No TV, No Beer make Homer go crazy!
  37. Not a 4th Dimension by KiwiCanuck · · Score: 1

    I don't think this is a 4th dimension. It's more like a second/parallel space. I want to say sub-set or second vector space, but that doesn't sound right either. Each space has 3D (4D if you count time). Are there any Mathematicians in this group that knows the correct terminology?

  38. 4D puzzles by lahvak · · Score: 1

    I don't know how this game works, but the concept of 4D puzzles is nothing new. Years ago I wrote a simple 4 dimensional maze. I started with a simple 2D maze (my son at that time liked to play a simple maze game, but did not like several things about the way the game worked, so I wrote him another one one, learning Python along the way). Then I extended it to 3D by adding several floors. After that, it was a simple exercise to extend it to 4D. Let's say you start with a simple 3x3 maze, that is 9 rooms arranged in a square grid on a plane, with doors connecting some of the adjacent rooms. You use 'h' and 'l' to go left and right, and 'k' and 'j' to go forward and backward. You take 3 such "floor-plans", put them above each other, and connect some of the adjacent rooms through the floors and ceilings. You add keys, say 'u' and 'n', to move upstairs and downstairs. You can also add "rotate the world" feature, which will turn the cube on a side, so that the up/down direction will bacome, say, left and right, etc.

    Now you take 3 such cubes, and add "doors" from some rooms in one cube to corresponding rooms in an "adjacent" cube, you add two more keys, say 'o' and ',', to move from cube to cube, and generalize the "rotations" to work in 4D, and you have a simple 4D maze. Then you can put a wumpus in the maze, couple of bottomless pits, and have fun. You can do other puzzles, for example, you can create a 4D minesweeper this way.

    I guess you could interpret the fourth dimension as time, you would have a 3x3x3 maze where each night, some doors would disappear, and new doors would sprout between rooms, and you can move into the future or past, in the range of three given days.

    --
    AccountKiller
    1. Re:4D puzzles by mihar · · Score: 1

      Good to see this game.Teach to think and imagine to solve problem. Any way, i think it is good. http://rapid-jana-wang.com/

  39. Speaking of 4 dimensions... by FiloEleven · · Score: 1

    I read somewhere that knots are an artifact of having 3 dimensions. They're obviously not (heh) possible in two, and apparently if a 4th dimension is thrown into the mix there's still no way to tie a 4D knot. I thought it was kind of neat, though I have no way of knowing if it's true.

    1. Re:Speaking of 4 dimensions... by Nigel+Stepp · · Score: 1

      Knots made of 1-dimensional things are only possible in 3 dimensions, but knots of 2-dimensional things are possible in 4 dimensions. In general, n-dimensional things can be knotted in n+2 dimensions.

      The basic idea is that you need at least 2 extra dimensions in order to *make* the knot. Think about a straight string on a table. You need to be able to bend one end toward the other (extra dimension one), but also lift one end off of the table and make a loop (extra dimension two).

      If you have any *extra* dimensions, then your loops can always be undone by moving part of your string into that dimension.

      --
      4096R/EF7BAFA6 79E1 DF98 D09D 898F 9A11 F6F0 DDDC 23FA EF7B AFA6
    2. Re:Speaking of 4 dimensions... by FiloEleven · · Score: 1

      Interesting.

      I understand how this works in the land of mathematics. Does it play out the same way in reality? I didn't think to specify that I meant knot in the every-day sense of "piece of rope with two ends on it wrapped around itself," not in the mathematical sense of "a closed loop with a tangle you can't get rid of without cutting." You can see my ignorance of the terminology on display here...but now I'm not sure if you meant in the mathematical sense either, given that you wrote "you need at least 2 extra dimensions in order to *make* the knot."

      What I mean to ask is this. An ideal 1D line can't be knotted in 2D because it can't get around itself without a 3rd dimension. I get that. Yet a piece of string is a real, 3D object that can and must be manipulated in all three dimensions to form a knot. I was led to believe that this wouldn't work if 4D is accessible because the extra dimension would let it be tugged around itself there. I imagine to us it would look something like two crossed pieces just sort of disappearing, then reappearing uncrossed. Anyway, I don't comprehend all of the mechanics but that makes sense to me.

      But what it also seems to imply to me is that for any real 3D knottable (that is, string-like) object, knots (in the everyday sense) are not possible if forces in 4D can act on them. Wouldn't this hold for all 3D objects, then? Or would a 3D realization of a plane, like a piece of paper, become knottable in 4D? Yet paper tape is at once like a plane, having two non-negligible dimensions, and a string, since length greatly surpasses both width and height, and it can be knotted in 3D, while a square piece cannot...do the ratios of dimensions come into play somehow?

      I think I befuddled myself beyond rescue while traversing this particular rabbit hole, but if you're willing to try to throw me a line (or a plane?) it will be appreciated. =)

  40. How is this different from 'Spirit Mode'? by Nicros · · Score: 1

    I don't really get it. How is this any different than entering 'Spirit mode' or whatever from any number of games? Prey is a good example. And bringing some object with you? You can call it whatever you want, 4th dimension, Spirit World, Dreamtime etc. but it still seems like the same concept to me.

    1. Re:How is this different from 'Spirit Mode'? by SharpFang · · Score: 1

      It's not -very- different.

      First, there are many of these "spirit worlds" in a fixed sequence. There is no "real world", all of them are being equal.
      Second, items are 4-dimensional. Not only shifting it in your dimension will shift its parts in neighbor dimensions (and affect physics across them, say you get a transdimensional protrusion stuck against a wall that exists in neighbor dimension only, thus the local "slice" of the object will be blocked just the same.
      And I guess in the final version you'll be able to rotate objects in 4D changing their 3D shape totally.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  41. Re:Zelda - Ocarina of Time (N64) by Khashishi · · Score: 1

    Well, that would make Eversion a 3D game now, wouldn't it? 2D + 1D. Nevertheless, I think a distinguishing feature of a 4D game is for it to allow fairly free movement in the w direction, and not only at specified points.

    I remember when Quake came out, there was all this talk about how Quake was "true" 3D and Duke3d was 2.75D or something (arbitrary labeling, I know). The point is that Quake allows would be smooth and allow you to rotate on each axis. We don't call River City Ransom a 3D game, even though it has motion in 3 axes, because the camera angle is fixed. I think a "true" 4D game will allow you to smoothly rotate along all 4 axes.

  42. This is horse shit... by AthleteMusicianNerd · · Score: 1

    nothing further.

  43. Second Moment of Area m^4 by russ1337 · · Score: 1

    Ever heard of second moment of area, used in mechanical engineering?

    Its units are to the fourth power. i.e m^4, mm^4 etc.

    This has always messed with my mind.

  44. Demo? by Foolomon · · Score: 1

    The game is currently in development and the goal is to release it in downloadable form for consoles and PC/Mac. There is no announced date and platform yet. There is no publicly released demo at this point. There will be one when the game is released though, so please be patient :) Thanks.

    I guess the demo is somewhere in the 4th dimension...

  45. OK, lets try this in 1D: by s-gen · · Score: 3, Interesting

    a line:
    ______________________

    a "ring" called "A":
    __A_____A_____________

    and another "ring" called "B":
    __A_____A___B_____B__

    lift "B" into the second dimension:
    _____________B_____B__
    __A_____A_____________

    slide "B" across:
    _____B_____B___________
    __A_____A_____________

    drop "B" back onto the line:
    __A__B__A__B_________

    "A" and "B" are now "linked" in the 1D universe.

  46. Re:Zelda - Ocarina of Time (N64) by Sancho · · Score: 1

    We don't know much about this game yet, so it's hard to say. However it's not hard to envision a scenario where there's some sort of time limit to completing the 4D puzzles. With the Zelda game, there was no real time limit to most of the puzzles, and when there was one, the puzzle was wholly within one of the time periods.

    Majora's Mask actually dealt with time more similarly to the way we experience it. The game takes place over the course of three in-game days, and events happen at specific times and places. You might miss events if you aren't there at the appropriate time. Now imagine one of those events entails going into the 4th dimension in order to get through a wall. You would then have a 4D game where time might be considered yet another dimension. Now the distinction between a fourth spatial dimension and time becomes relevant.

  47. Final Fantasy worldmaps--2d torus by BetterSense · · Score: 1

    World maps from games like FFVI are clearly 2D toruses.

    The world map is represented by a rectangular field. If you head north long enough, at any 'longitude', you wrap back around to the same longitude on the south edge of the map, so it's like the world map was wrapped in a tube so that the north edge meets the south edge. However, if you travel west long enough you eventually re-appear at the east end of the map at the same 'latitude' so clearly the two open ends of the tube are wrapped around again to join each other. Thus, the FFVI world map is actually a 2D torus.

  48. It's a conspiracy! by chromas · · Score: 1

    BASIC associated dollar signs with strings decades ago. How did they know?

  49. Re:Zelda - Ocarina of Time (N64) by Anonymous Coward · · Score: 0

    A crucial difference is (I hope, haven't played it) that the time puzzles in OOT only use 2 layers of that special dimension and there are many other games with similar 2-layer systems (Super Mario Bros. 2, SNES Zelda, Soul Reaver).

    Analogy: There are sidescrollers that you might call 2.5D where you switch between 2 planes at some points and there are games that have a 3D world and players feel every second that the world is 3D.

  50. Re:Zelda - Ocarina of Time (N64) by ZekoMal · · Score: 1

    So...wouldn't Prince of Persia: Sand of Time/Warrior Within/Two Thrones count as 4D? 3D game, plus you manipulate time by slowing it down, speeding it up, or reversing it (having extreme effects on the environment; in WW reversing time resulted in the Dahaka's speech making sense, for example). That's three games all well before this that required smooth control over time in order to solve puzzles and defeat enemies.

  51. Re:Zelda - Ocarina of Time (N64) by Khashishi · · Score: 1

    show me a rotation along the time-x plane axis.

  52. Re:Zelda - Ocarina of Time (N64) by ZekoMal · · Score: 1

    How are you defining the rotation? If it's entirely based on time alone, then warping time would be a "rotation" in the sense that you can go from time point "0" (normal flow), slow time down to point "-1" (slowed time), then swing back around to normal flow (point "0"). You can manipulate the world and the other three dimensions at each point during this.

  53. adanaxis by Anonymous Coward · · Score: 0
  54. It's been done by Posting=!Working · · Score: 1

    Try Time Traveler Understander for simple fourth dimension gaming:

    http://www.cracked.com/video_17823_a-helpful-tutorial-game-that-would-confuse-einstein.html

    --
    This sentence no verb.
  55. 4D or two parallel 3-D's ??? by tommeke100 · · Score: 1

    How can a 4th spacial dimension exist if it can be expressed in 3-D?
    People here bring forth the plane and circles example (if they intersect, you can untangle them by 'lifting' one off the plane through the z coordinate, shift it and put it back on the plane).
    But from the viewpoint of the plane, that 3rd dimension can not be represented. An object in 3d (a cube) that doesn't intersect the plane is just plain not visible on the plane.
    Sure you have the 3-d to 2-d projection to visualize 3-d on 2-d, but that is a fixed projection.
    For this 4-d dimension in the game, it looks totally random, like they decide where something is placed in the 4th dimension.
    The way they represent it in the game,It doesn't look like a 4th dimension, but rather a parallel 3-d.
    If there really was a 4th spacial dimension, there would be an infinite amount of parallel 3-d spaces (and between every 3-d space, another infinite amount ;-)), yet in the game it just looks as if there's one parallel 3-d space.
    Am I making any sense?

    1. Re:4D or two parallel 3-D's ??? by Nigel+Stepp · · Score: 1

      The world appears to be discrete (all moves are in block-sized units), so think in terms of grids. For instance, chess is played on a 2D grid. The analogy with this game is playing chess where you can only see one row of squares at a time -- but you can rotate the board so that you can see either rows or columns.

      The game lets you rotate the 4D world so that you can pick which 3D part of it you can see. You can move the blocks in any of the 4 dimensions though.

      --
      4096R/EF7BAFA6 79E1 DF98 D09D 898F 9A11 F6F0 DDDC 23FA EF7B AFA6
  56. Re:Zelda - Ocarina of Time (N64) by Khashishi · · Score: 1

    I suppose a proper handling of relativistic velocities would make it a 4D physics system. But, really, I'm more interested in 4 space dimensions. Rotation in 4 space dimensions would be done in a planar cross section, which would make the axis of rotation also a plane.

  57. That "explanation" is a load of made up nonsense by mdwh2 · · Score: 2, Informative

    I've seen that video before, and sorry, but it's a load of rubbish - there is no mathematical or scientific basis to what he talks about above 4 dimensions.

    The many worlds interpretation of quantum mechanics is just an interpretation - quantum theory does not tell us that it is true. But even if it was true, it makes no sense to call this the 5th dimension. Yes, colloquially in sci-fis, we call in "travelling to another dimension" when people travel to parallel universes, but mathematically it makes no sense to call it a dimension (which implies a continuum - if the universe splits into two, what's the universe halfway between them in this 5th dimension?)

    To then say that the 6th dimension is simply magically jumping through this 5th dimension makes no sense at all. From this point onwards, there isn't even any vague relevance to science - he's just making it up as he goes along.

    And lastly, this has nothing to do with the dimensions of string theory - if these exist, these would be additional spatial dimensions, not the nonsense that he's made up.

    The frustrating thing is that the video is presented in a friendly way that makes it seem convincing - no doubt the reason why it's been propagated around the web, and you got modded up for it.

  58. Echochrome anybody? by RocketRabbit · · Score: 1

    Echochrome seems somewhat similar, but not 4d.

  59. time? by Anonymous Coward · · Score: 0

    Isnt the fourth dimension time?

    1. Re:time? by SharpFang · · Score: 1

      No, that's the 0th dimension.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  60. welcome to 20 years ago by Anonymous Coward · · Score: 0

    We've already gamed in the 4th dimension. 4D Sports Driving (Stunts), 4D Tennis and 4D Boxing all come to mind.

  61. Message from our 5th Dimensional overlords... by IMustBeNuts · · Score: 1

    This is merely 4-D vapour-ware!!!

    Oh, and the obligatory:
    In Soviet Russia, 4th dimension displaces YOU!!

    And dare I:
    Gone is the Beowulf cluster. Now we pay homage to the mighty Beowulf Dimension!!

    Sigh! I think I've been reading /. for too long now!

  62. THat looks boring by Anonymous Coward · · Score: 0

    Any game involving just manipulating objects back n forth just to get to a final state or destination is pretty boring.

    There was a video of a cool looking multidimensional game a while back that was an action platformer and you could rotate the camera view by 90' along 2 axissesesses (axii??) which would introduce otherwise invisible level content. (Paper Mario touches on this concept a bit, but this platformer I speak of took it way farther). Now if only I could remember a name.........

    1. Re:THat looks boring by SharpFang · · Score: 1

      along 2 axissesesses (axii??)
      Axis.
      This is one of the words that don't change spelling but change pronounciation, plural is pronounced like "axies".

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  63. Adanaxis by Roman+Mamedov · · Score: 1

    There's also a "4D shooter" Adanaxis ( http://libregamewiki.org/Adanaxis ), where you have not just aim at things in three dimensions, but also align color of yourself with color of the target (if you don't do that, you don't hit it, and I believe can fly just through).

  64. Re:Zelda - Ocarina of Time (N64) by SharpFang · · Score: 1

    Add:
    1. there are many parallel worlds. About many as there are tiles of in any direction in the basic one.
    2. On top of shifting transdimensional objects and transferring them between planes, you can rotate them. (think a 1-tile block that reaches through 5 planes becomes a 5-tile bar in 1 plane)

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  65. Re:Zelda - Ocarina of Time (N64) by SharpFang · · Score: 1

    Let me define rotation to a perpendicular axis: exchange the meaning of two dimensions in relation to an object.
    In this case, rotate a cup of coffee turning height into time: will get a vertical tube with boiling water on the bottom, then hot coffee getting gradually colder towards the top. But what will be the meaning of depth of coffee in the cup replaced as time?

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  66. Programmed in 4D? by kmoser · · Score: 1

    the game is entirely designed and programmed in 4D

    I've heard of 3G programming languages (remember those from the 1980s?) but how do you program something in 4D?

  67. Re:Zelda - Ocarina of Time (N64) by ZekoMal · · Score: 1

    Well obviously the depth of the coffee is how much time as passed (ie one unit above the boiling water would be one unit of time passed). But actually implementing something like that which allowed you to see all possible locations in space in relation to time would be a huge eye sore, unless it was something that activated only for specific objects and only when the player activated it.

  68. Re:Zelda - Ocarina of Time (N64) by SharpFang · · Score: 1

    Thing is, linear time transformed to height will result in all variations of coffee state over the time, height proportional to time passed.

    But how do you transform variations in coffee texture (over height) to time? How would cup-second differ from dregs-second or coffee-second?

    The problem seems to be that while our basic 3 dimensions seem isomorphic. You can substitute any of them with the other without consequences. Same could be said about other spatial dimensions (like in that game). Time is different - it assumes continuity (things don't just "pop in" from other dimensions), unidirectional consequences (cause causes effect, not opposite), monotonic growth of sum of entropy, and generally a piece of matter 1s ago is considered still the same piece of matter 1s later, while a piece of matter 1cm left from it is not.

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  69. Re:Zelda - Ocarina of Time (N64) by ZekoMal · · Score: 1

    I think my brain just exploded. Never was good with the 4th dimension.

  70. "the" fourth dimension by Sir+Realist · · Score: 1

    I think the key is that _nothing_ is "the" fourth dimension; all you have is a list of candidates for "a" fourth dimension.

    Or to put it another way, what is the second dimension? Is it height? Width? Depth? Depends where I start counting, doesn't it? Could be time even. Rudy Rucker wrote a good book about it, thats worth a look: The Fourth Dimension.