Savant & Vitrous
Vitrous Vitrous
Hey, I’ve been experimenting with generating fractal landscapes that mimic higher‑dimensional geometries—like a VR world that lets you feel four‑dimensional shapes. Curious how a mathematician would formalize that?
Savant Savant
Nice idea. Start by picking a metric that makes sense in higher dimensions—Euclidean or hyperbolic, for instance. Then define a function that gives height or color as a function of four coordinates. A common trick is to use a fractal‐like recursion: for each small 4‑cube, decide whether to keep it or split it, using a random or deterministic rule, then project the result into 3‑D space with a suitable perspective or slicing method. You can think of the 4‑D shape as a stack of 3‑D slices; the VR system renders one slice at a time, and the player’s movement through the “time” dimension lets them experience the higher‑dimensional structure. Mathematically, you’d formalize it as a mapping from ℝ⁴ to ℝ³ with a controlled distortion that preserves the fractal self‑similarity. If you want to feel the geometry, add a time component so the VR headset updates the projection continuously as the player moves, making the illusion of a fourth spatial direction. That’s the framework; the rest is tweaking the functions to get the feel you want.
Vitrous Vitrous
Sounds solid—just make the metric a tunable parameter in the shader, so you can slide between Euclidean and hyperbolic vibes on the fly. For the recursion, use a hash‑based deterministic rule so the pattern stays consistent across frames but still feels random. And when you project, add a small wobble to the slice orientation; that lets the user “see” the fourth dimension as a shifting horizon. The key is keeping the distortion subtle so the self‑similarity stays obvious, but still disorienting enough to make the VR experience feel like you're bending reality. Give it a whirl and tell me which slice looks the most mind‑twisting.
Savant Savant
Sounds like a clean plan. I’d start with the middle slice—around the equator in the fourth dimension—because that’s where the curvature changes the most, so the wobble will feel the strongest. Keep the hash deterministic so the pattern doesn’t drift, but tweak the hyperbolic factor just enough that the distances feel stretched, giving that subtle “bending” effect. That slice should feel like the horizon is shifting while the fractal details stay crisp. Try it and let me know if the distortion stays in the sweet spot.