4D Toys: a box of four-dimensional toys, and how objects bounce and roll in 4D
Why Stack Overflow recommends it
Stack Overflow users link it as the canonical example of a working 4D physics engine and as a reference for how 4D objects move and morph when you try to simulate or render them.
Recommended by 1 people across 1 different months, 2017 to 2020.
What it is
A short demo of 4D Toys, a physics sandbox by Marc ten Bosch where four-dimensional objects bounce, roll and get sliced into 3D cross-sections. The video explains how 4D objects appear and behave from the viewpoint of a 3D observer.
What people said
Recommends user76284 · 2020-10 · Stack Overflow · on “4d and n-dimensional physics engine”
An example of a 4D physics engine is 4D Toys [this video] , created by Marc ten Bosch. [LINK] The author goes into more detail about how it works on their blog [LINK] (see this post [LINK] about geometric algebra, for instance). Their technical paper, N-Dimensional Rigid Body Dynamics [LINK] , was also accepted [LINK] to SIGGRAPH 2020. I also explained a bit how angular velocity works in higher dimensions here [LINK] .
Cites Vritra · 2017-07 · Stack Overflow · on “how should i handle (morphing) 4D objects in opengl?”
i want to try writing a playground similar to this 4D toys [this video] , so i started learning opengl. from my current understanding, people use VBOs and uniform transformation matrix for mostly-static objects (like cubes, skeletal animations etc., which usually just involves transformations) i also heard that morphing between models also uses VBOs for caching both models, since both of them will be well defined and not so much intermediates. but in the 4D toys mentioned above, objects are morphing and clipped a lot. and it is likely that there is no defined models, and many transitions in between. (it might be a simple square now, and a spiky ball clipped in half later ). in this case, is updat
Cites Draco18s no longer trusts SE · 2018-07 · Stack Overflow · on “Interaction of 3d objects in 4d space in Unity”
You're still going to need to find a way to handle the 4D transform yourself, whether you're faking it, or you're doing all the true, accurate math. And one of the problem is, when an object moves out of 3D space along `w`, *weird shit* happens [this video] (and rotations make it worse, and oh yeah, if you thought Quaternions were difficult, try dealing with Octonions).