4d shapes

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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 almost always look translucent, or end up cluttering. This is because the retnia is 3d. A 4d creature would see the entire 3d retnia at once, but as 3d creatures with 2d retnias our only hope of seeing anything close to the whole retnia is making literally everything translucent. Oh, also, without the slice renderer enabled, occlusion isn't accurate.

The slice render can be enabled by setting slice count to something other than 0. It renders the 4d scene in a lot of slices, which for more than 1 slice is less performant, and has 2 uses: if you set the slice count to 1, you can render a cross-section view, and otherwise it can be used for more accurate rendering. It can be disabled by setting slice count back to 0, in which case the renderer just double-projects every point instead with no slicing. Note that not all things will appear if they are too far ana/kata, because that's the slicer's axis.

Also, importantly, this is NOT the first time this has been done. 4d blocks by Jhon McIntosh, 4d viewer Minecraft4D and Tesserxel all by wxyhly, and 4d sim by ascyt are all great projects by others.

Made by Catzcute4.

changelog:

fundamentalChange.newThing.tweak.bugfix