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> Here's another question... what about slicing? If I choose a particular
> value for the 4th ordinate and fix that, can I *then* do the
> intersection on 3D? (Taking a slice is after all a set intersection
> operation - and I *believe* those things are associative...)
Yes, that would work, but only if you post the images (Can't imagine what
the slices would look like).
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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In article <4096893b$1@news.povray.org>,
Andrew C on Mozilla <voi### [at] dev null> wrote:
> > I never had problems with that, but the red/green glasses might have
> > helped a lot on that one. The problems I had were with too many lines
> > when having many 4D objects in the same "scene". I'm talking about 4D
> > tetris here.
>
> ??!?! :-| ?!/"\@_~??!
>
> Four *&$^ dimensional *@$^%# tetris *@*@#?!?! :-|
>
> OK, my head hurts... lol!
Tetris is arrangements of axis-aligned blocks, so 4D tetris wouldn't be
that hard. Viewing it on a 2D screen would be, though. Probably have to
view it as transparent 3D objects, colored to indicate offset along the
fourth axis. Even then, objects falling along the fourth axis would
appear to overlap in the 3-space slice...you would need multiple views
as well.
Hmm...rotating the pieces might be a bit mind-bending, even if it is
restricted to 90 degree turns. I'm pretty sure a 180 degree rotation in
4-space can mirror the 3-space slice, though I'm still having trouble
figuring out just what a 4-space rotation is.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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>> Here's another question... what about slicing? If I choose a particular
>> value for the 4th ordinate and fix that, can I *then* do the
>> intersection on 3D? (Taking a slice is after all a set intersection
>> operation - and I *believe* those things are associative...)
>
>
> Yes, that would work, but only if you post the images (Can't imagine what
> the slices would look like).
Interestingly, if you slice a normal cube in the right direction, you
get a hexagon.
Not many people know that...
Presumably if I slice a hypercube right I'll get a pyramid of some
kind... if I can rotate it right! :-S
Andrew @ home.
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An image is now in povray.binaries.images. (Simple wireframe - shame I
can't show you the animation!)
Andrew @ home
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Andrew C on Mozilla wrote:
> An image is now in povray.binaries.images. (Simple wireframe - shame I
> can't show you the animation!)
>
> Andrew @ home
simple, post the source and in files
we'll render and movie it :-)
stephen
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stephen parkinson wrote:
> Andrew C on Mozilla wrote:
>
>> An image is now in povray.binaries.images. (Simple wireframe - shame I
>> can't show you the animation!)
>>
>> Andrew @ home
>
>
> simple, post the source and in files
>
> we'll render and movie it :-)
>
> stephen
oops - source + ini files for movie frames
i'll write a .par for it
stephen
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> Four *&$^ dimensional *@$^%# tetris *@*@#?!?! :-|
I'll post the program to p.o-t on monday (forgot to bring it today.
And yesterday.)
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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>> Yes, that would work, but only if you post the images (Can't imagine what
>> the slices would look like).
>
>
> Interestingly, if you slice a normal cube in the right direction, you
> get a hexagon.
>
> Not many people know that...
>
> Presumably if I slice a hypercube right I'll get a pyramid of some
> kind... if I can rotate it right! :-S
See povray.binaries.animations ;-)
Andrew @ home.
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