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[Member Intro] Hello and Help!

Pawel

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Joined
Jun 17, 2020
Messages
41
Lol I liked the old title better
This one will be a different experience for sure.

Too bad I don't have the time to work on it today. I am really curious about how hard or confusing it will be to try to solve it for the first few times... What if it is impossible to solve it?
 

Nmile7300

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Joined
Jul 23, 2019
Messages
553
Location
Arizona
WCA
2019MILE04
This one will be a different experience for sure.

Too bad I don't have the time to work on it today. I am really curious about how hard or confusing it will be to try to solve it for the first few times... What if it is impossible to solve it?
Lol they meant the title of this thread. You changed it from "Hello and HELPPP!!!!!!!!!!!!!!!!!!!!!!!!" to just "Hello and Help!"
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
An update: I've got back to programming RotoSphere2 today and now I have the movement in 1 direction going ... and the experience is a doozie!

It is as daunting and trying to solve a Rubik's cube for the first time on your own, without any hints from anyone... I will try to update the player tonight, even if I don't have the timer and move counter quite ready, so anyone who is up to the challenge can take a crack at it. (The movement will still be just one direction -- I will need to rework sensitive areas to create movement in both directions).

Playing this one makes you feel fell like a lost child in the forest. I wonder if it is solvable even at level 1.

It's a virgin puzzle!

the WebGL prototype at rotosphere.org

Rotosphere2 is now ready for spinning. It is 6.12 PM on Friday 7/10 (Eastern US time). Is it solvable? If so, who will solve it first?

Now it moves in both directions.

Again, the goal is to create a dark red or green star on each end with "shark teeth" in-between. I have the feeling this is harder than Rubik's cube since it moves in more directions... (the timer and move counter is not working yet. It can be accessed through the light button on level2.

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Looks like my post with link and explanation pictures are locked out in moderation... anyhow the prototype of the other geometry is working now. Anyone can try... in moves in both directions. Polygons go in the opposite direction to the pentagons. Click next to any line to test the movement. Botton to new geometry is on level 2. Every click rotates half of the sphere.
 
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Pawel

Member
Joined
Jun 17, 2020
Messages
41
I think the rotosphere 2 looks really cool, but often times when I click somewhere I can't decide which hemisphere turns.

EDIT: I think it popped :p
View attachment 12867
It is a webGL player... Probably the worst-case scenario. What I can guess from this picture, is that the movement was interrupted halfway somehow... Once it is on Android or iOS the performance should be more stable.

When it comes to the direction of movement, as you play it becomes intuitive -- On the right side big tiles move it up, and triangles move it down. if you click on the left side, the opposite is true Big tiles go down and triangles go up.

If it is sideways, big tiles above the line move to the left, and big tiles below move to the right. Small tiles do the opposite. After a while, it becomes second nature. I was considering putting arrows on each tile, but I was concerned it would look more confusing than helpful.

My biggest worry is that the puzzle is too difficult... I will add level 1 with the white tiles between the stars... maybe even two easier versions one with two colors that need to move to each side of the sphere, and one with two stars of the same color for both ends.
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
I added a base level to RotoSphere2... (I now call it Icosa -- It is just a working name until I come up with something better.) Basically it has two colors that need to move to different sides of the sphere and create a nice borderline. I am afraid that this game might be too hard to solve. Maybe the half-half version will be a good training exercise. But even this still is difficult!
 

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Pawel

Member
Joined
Jun 17, 2020
Messages
41
Here's my problem: Sometimes I'll click on a part of the sphere, and it will turn a side I don't want it to, then I click on the same triangle or pentagon 4 more times to align it back, but then a different hemisphere will turn...
Maybe the attached picture will help: it shows the click-sensitive areas (in Unity lingo "colliders"). Notice that a pentagon a triangle across the line next to it move the different half of the sphere in the same direction. The colliders are also tridimensional and they are optimized for speed (which means simple geometry) -- they also do not show on the screen, they just react to touches or clicks. you can see how they split each triangle into 3 areas, and each pentagon into 5 click-areas. They are always the same, however, if you decide to go to the edges of the sphere to make your click, because of the 3d aspect of the colliders you can get it wrong... From the picture, you can see that the sensitive areas on pentagons are larger than those on the triangles...

After a while, you will be able to avoid those bad clicks and the movement will become very intuitive.

------

On another subject, the half-half arrangement definitely works as a puzzle. I solved it twice yesterday -- I even did this on my Samsung smartphone... The first time it took me 22 minutes and 120 moves. The second time 8 minutes and 87 moves. There definitely is some algorithm for doing this, but I am too dumb to figure this out... So it is a trial and error for me, plus extra unnecessary moves and wasted time... I am sure many of you will be able to do it in your sleep after a while.
 

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Pawel

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Joined
Jun 17, 2020
Messages
41
Question:

Am I right to assume that Icosa is too difficult when it goes beyond 2 colors - that the half/half version is challenging enough?

I am thinking that this may be enough for this geometry and only this version should be included in the game... What do you guys think?
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
Since the second geometry is solvable after learning a few repeatable steps -- I am going back to include Level 4. This will be the second geometry with 4 colors -- The ending will be two dark stars on each end and light colors cutting the sphere in half... Although I have not been able to solve it yet, I think it is possible...

Have any of you played with the level 3?
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
By the way. I started looking at those two puzzles as "six-dimensional" (6d)... Each puzzle has 6 rotating axels. Especially with level 3 and now added level 4 the repercussions of every move are in all 6 "dimensions". The only non-standard part of those "dimensions" is that they are not perpendicular to each other, but angeled at 72 degrees -- otherwise, it is 6d ;)
 

Spacey10

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Joined
May 11, 2020
Messages
292
Location
Ashburn, Virginia
By the way. I started looking at those two puzzles as "six-dimensional" (6d)... Each puzzle has 6 rotating axels. Especially with level 3 and now added level 4 the repercussions of every move are in all 6 "dimensions". The only non-standard part of those "dimensions" is that they are not perpendicular to each other, but angeled at 72 degrees -- otherwise, it is 6d ;)
Umm
I have a question

HOW DO YOU DO 6D IT LEGIT IMPOSSIBLE SCIENTISTS ARE LEGIT WORKING FOR 29 HOURS A DAY AND STILL HAVENT FOUND 4D WUT MY BRAIN CELLS ARE CORRUPT WUT 6 HOW BRAIN POWERING OFF...
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
Spacey, -- In terms of space, it clearly is 2d screen simulating 3d (since 3 is the lowest number of dimensions necessary to describe each point on the sphere). I am using "6d" in an abstract way -- you need to account for repercussions of each rotation around 6 axes. This is very similar to 3 axes of the Rubik's cube rotations. I am not starting a fight with established science -- just an amusing food for thought... If we allow dimensions to intersect each other at 72 degrees rather than 90 this little game is a playground for such deviation.

Of course, even in a real-world, Einstein showed that gravity disturbs this 90-degree requirement. Massive objects warp 3 dimensions so that the warped space no longer has dimensions intersecting each other at 90 degrees. It is observable in nature: https://www.extremetech.com/extreme/232191-hubble-uses-gravitational-lens-to-look-back-at-the-early-universe

The same thing happens when we project a two-dimensional plane on a sphere or other uneven surface: the Euclidian restrictions are removed... https://en.wikipedia.org/wiki/Non-Euclidean_geometry
 

Spacey10

Member
Joined
May 11, 2020
Messages
292
Location
Ashburn, Virginia
Spacey, -- In terms of space, it clearly is 2d screen simulating 3d (since 3 is the lowest number of dimensions necessary to describe each point on the sphere). I am using "6d" in an abstract way -- you need to account for repercussions of each rotation around 6 axes. This is very similar to 3 axes of the Rubik's cube rotations. I am not starting a fight with established science -- just an amusing food for thought... If we allow dimensions to intersect each other at 72 degrees rather than 90 this little game is a playground for such deviation.

Of course, even in a real-world, Einstein showed that gravity disturbs this 90-degree requirement. Massive objects warp 3 dimensions so that the warped space no longer has dimensions intersecting each other at 90 degrees. It is observable in nature: https://www.extremetech.com/extreme/232191-hubble-uses-gravitational-lens-to-look-back-at-the-early-universe

The same thing happens when we project a two-dimensional plane on a sphere or other uneven surface: the Euclidian restrictions are removed... https://en.wikipedia.org/wiki/Non-Euclidean_geometry
Umm, wow, ok

This is why we need confused reaction
Wait, so can we do 4D if you keep it at 120 degrees?
 

Pawel

Member
Joined
Jun 17, 2020
Messages
41
I doubt that 120 degrees would give anything that would be seamless :)

I know about the 72 degrees because this is what I used when I created the 3d models. All tiles are copies of the same elements that were rotated by 72 degrees around 12 points on the opposite ends of 6 lines which are the axes of rotations
 

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