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Albert Schweitzer wrote:There are two means of refuge from the misery of life — music and cats.
Fonkey wrote:I think a game based on non-euclidean geometry would also be a great idea.
M.qrius wrote:Warping the environment is a nice idea as well, but it still only shows 3 dimensions. You can't see anyone approaching from the 4th dimension.
Berengal wrote: ana-kata (Oh, how I've longed to use those terms)
...a fish called the Henamo grunter, named because it makes grunting noises from its swim bladder.
v1nsai wrote:Yes, I'm Linux, how can I help you ma'am?
Freakish wrote:There are already a few 4d games. Time Shift and Blinx come to mind.
M.qrius wrote:Freakish wrote:There are already a few 4d games. Time Shift and Blinx come to mind.
Please read the thread. I'm not talking about time as a fourth dimension. By your definition every 3d game is 4d, whether you can move backwards in time or only move forwards.
Freakish wrote:I read the thread before posting, but time is the only way you going to get a 4d game. Anything else well only ever appear as 2/3d, however adding control over time highlights the dimension.
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A A BBBNarsil wrote:In the spirit of understanding a 4th dimension, could it be made up of any combination of higher dimensions?
Example, 2s can be either x & y, x & z, or y & z axes. Not sure that it would affect the game in any meaningful way, just curious.
Jahoclave wrote:Do you have any idea how much more fun the holocaust is with "Git er Done" as the catch phrase?
Marbas wrote:Do you have to make the 4th dimension visible on a single screen? Why not just it's effects? Or better yet, why not two screens? You could model the fourth dimension abstractly via computer programs, and give the user the ability to move through chunks of the 4th axis using a button command, the effects of this could then be observed by the player witnessing what happens to the 3-dimensional shapes in front of them. 4-dimensional walls and such could be modeled by something which prevents the player from using said command. Maybe some sort of box will help the user see what's on the 4th axis while omitting another one too.
Hell, an axis switch command would pretty cool as well, a sort of swap-out feature where one is moved to the HUD box and another is placed in front of you. The game would have to be pretty simple to compensate for this, but if you make the learning curve gentle enough I could see things getting complicated and interesting.
Berengal wrote:
It doesn't quite work of the player is also fully 4d, though.
SexyTalon wrote:Anyone else thinking of something like Cursor*10?
Basic idea of that game is you control the action for a set amount of time... when time runs out, you start over controlling a second character while the first does whatever you did the first time around.
Repeat.. repeat... I think this game gives you 16 chances to work with yourself to get it right. Anyway, could craft a time-traveling game based on something like that.. you have to travel to 10:15am, enter the control room and hold the Open Door button for enough time to allow you to travel back to 10:15am and walk through the door....
Spoffin wrote:There's a rubix cube in the 4th dimension. God knows how that works.
liquidpaper wrote:Spoffin wrote:There's a rubix cube in the 4th dimension. God knows how that works.
there isn't a rubix cube in the forth or fifth dimension it is simply a 4x4x4 rubix cube (or 5x5x5 rubix cube). it still has only 3 dimensions.
meoiswa wrote:There IS a 4 spatial, 10 degrees of freedom game, its called Anachron and its available for Linux and Mac OS X, i dont know if its available for windows. This is an extract from the game's manual.
It is quite playable and interesting, but takes some time to actually understand "WTH!!!!" is happening
Enjoy reading:
Welcome to Adanaxis! The world’s first real-time shooter in four spatial dimensions. The game world has the usual three dimensions (left/right, up/down and forward/back) plus another new direction in space. We don’t have this dimension in our physical world but it’s possible to simulate a fourth dimension, so this is what Adanaxis does. The game takes a while to learn, but you can soon become a natural. It’s a bit like learning to play a first person shooter for the first time, and once you get it, you might not want to go back…
[...]
Technical Details
Instead of the usual six degrees of freedom in 3D there are ten in 4D; four directions and six rotations. Three directions are mapped onto the screen just like 3Dm and these are chosen so that the x axis is left/right, the y axis is up/down, and the w axis is away from you into the screen. There’s no direction left to use for the z axis, so the game represents z in three ways:
• Tinting the object red (negative z) or green (positive z) to show where it is in z.
• Using the three-dot markers to show where the object is in x, y and z.
• Fading objects as they move away from the view axis in z.
There’s also another reason for the last one, as it makes the z axis more consistent with x and y. You can’t see objects with large x or y values (compared to w, their distance away from you) because they go off the screen, and the fading does the same for z. The fading essentially gives you a viewing angle in the zw plane that is roughly the same as that in xw and yw.

Belial wrote:Listen, what I'm saying is that he committed a felony with a zoo animal.
O RLY?SlyReaper wrote:I'm pretty sure there are computer programs modelling 3x3x3x3 and 3x3x3x3x3 rubix cubes. Obviously such a thing could never exist physically, but it's doable on a computer. I don't think anyone has ever solved the 5D one.
Van wrote:I like simple games.
Like Wizardry.
Hawknc wrote:Gotta love our political choices here - you can pick the unionised socially conservative party, or the free-market even more socially conservative party. Oh who to vote for…I don't know, I think I'll just flip a coin and hope it explodes and kills me.
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