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This is a tool to display 4d point clouds. You might know how we cannot actually draw in 3d, and instead must make further things smaller and closer to the center. This is also done in all 3d games. Here, it is done two times: the first projects from 4d to 3d, and then 3d is projected to 2d.
Because your screen probably only 2 dimensions, and the cardinallity of the set of all people such that the set of their belongings does not contain a keyboard is nonzero some people don't have a keyboard, there are two options to move: XZ and YW. XZ "strafes", and YW "strafes"/"walks", although YW movement always looks like moving fowards and backwards because you do not have a volumetric display.4d also has 6 whole rotations, although 2 of them are just rolling. These rotations come in two types: turns and sping. Currently, only turning up and down fully works, but all turns actually turn your view. They are yaw, pitch, and reel (reel is ana/kata). Spins look like they change what you can see, but that's only because you have 3 spatial dimensions. All they are is just the ways you can roll in 4d: roll, twirl, and tumble. Because you most likely have evolved on a planet, roll is not implemented for spins to make things less confusing, and turns apply horizontal turning before pitch.
Note that all objects are sometimes weirdly see-through. This is because proper occlusion is hard, and currently only half-works in 4d.
0.5.2: fixed it not working (and yes, "it" as in the whole thing. oh also very tiny performance improvment maybe
0.5.1: code eval fixed, added caveat in scene.docs.globals.objects that skews do NOT work well with normal vectors
0.5: animation suppourt, isoclinic and standard double rotations added, sicne saveload always crashes it now runs code (try scene.docs.docs), inside of tessract removed, normals added for lambertian shading, positions are now in a Float32Array, and a scene object is added with documentation of this
0.4: rotations actually work fully now, yay! since it's quaternions everything is slightly more performant, and so a full mandelbrot (wih escape time display) and performant mandelbrot (only points in set) are here... good job if you can interpert those messes. sadly, you can't measure euler angles easily from quaternions, so only pitch and tumble are displayed. oh also pitch and tumble are now complex numbers internally
0.3: planet added (no, it will not explode your computer, unless you're on a chromebook, then it might), rotations should be a bit more performant, also turn horizontally now does something (4d yaw and reel) but still absolute glitchy (twirl isn't accumulated)
0.2: improved terrain generation, controls, and depth sort (now sorts 3d depth)
0.1: glome and tiger added
0.0: first version, "forked" from gravity 4-alpha 3.5