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Interest in a BH method website?

Would you be interested in a website about the BH (Beyer-Hardwick) blindfold method?

  • Yes, I am interested in a website

    Votes: 152 88.9%
  • No, I am not interested in the BH method

    Votes: 6 3.5%
  • Other / Indifferent

    Votes: 13 7.6%

  • Total voters
    171
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I'm most interested in :

1) Because of some non trivials cases.
3) Especialy dealing with parity and inactive pieces (well placed but wrongly oriented)
4) In my oppignon, BH is very powerful for big blind. The center safe resolution of corner is a great stuff to memorise them in last and solve them in first. 4x4x4 is the most important of big cubes (you should know how to blind 4x4x4 to succed with 5x5x5 and bigger ones).

Then come 1) and 6) to apply BH on 3x3x3 and 5x5x5.

7) Realy interest me. But I think it shouldn't be presented before more practical stuffs.

I don't understand the 5) point.
 
Today we go LIVE!

Daniel and I are very excited to announce the first installment to our BH method website. This page is a small fraction of what we hope to be a very extensive resource to our blindfold solving method.

You will now have a list of one algorithm for all corner cases, as well as our naming scheme for all corner cases.

The edges page is soon to follow. After that we will include a page describing how to use the case names to construct the correct algorithm during a solve, so that you don't have to view this method as merely memorizing hundreds of algorithms (it is NOT that hard!).

Post comments and feedback here! We are very excited to have the first page up and running!

http://www.speedcubing.com/chris/bhcorners.html
 
You have explained somewhere in this forum Your différents notation (A9, toss up, drop and catch, etc . . .), but I can't find it.

Someone know where a can find it ?

EDIT: why have you choosen URB as a buffer ?
 
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You have explained somewhere in this forum Your différents notation (A9, toss up, drop and catch, etc . . .), but I can't find it.

Someone know where a can find it ?

EDIT: why have you choosen URB as a buffer ?

This link is sort of pre-full BH, and the names have changed a little bit since then, but here is an explanation of some of the terms. Daniel and I had been communicating by this point on the algorithms for bigger cubes, but I don't think we had really started trying to move this over to 3x3x3 yet which is why we aren't using optimal commutators on the Per Specials. Also there is no mention of the columns cases or the cyclic shifts or orthogonals.

http://tinyurl.com/dm5frt

The reason we chose URB as a buffer is that Daniel uses URB and compiled all the 3x3x3 algs together into his .txt files. We also figured that UBL might be less common than URB. I'm not sure if this is true now that some people have mentioned they use UBL, but regardless we decided on URB and UR for corner and edge buffers for our algorithm lists.

If you need to reflect algorithms over the RL plane to the UBL buffer this might help:

http://tinyurl.com/cl3344

Chris
 
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We also figured that UBL might be less common than URB. I'm not sure if this is true now that some people have mentioned they use UBL, but regardless we decided on URB and UR for corner and edge buffers for our algorithm lists.

I think the complete opposite is true, since I don't know any method which uses URB as a buffer. And Classic Pochmann uses ULB as a buffer.

Anyway, mirroring the list shouldn't be a problem at all. If someone's interested, i could hack a small script to do the work.
 
In fact, I use FRU as buffer. I wonder if it's a good choice or if I should switch for UBR (or UBL).

Symetries isn't a problem (for me as least). the questions wasn't related to the algs.

But I think UR isn't a good choice for edges. It lead to many S slice turn, with are not easy to do. Why not an M slice buffer ?
 
i'd be interested in seeing how many cases there would be for solving a 3x3 blindfolded.

Maybe the same amount as the number of positions of a Rubik's Cube?

no for example on his site he has 300 something for the corners which should be the same as for a 3x3.. however for the edges naturally there will be a lot less... i am curious to see the full number for all of these algorithms... it's based off of commutators correct?
 
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