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a/docs/assets/images/carrerr.webp and /dev/null differ diff --git a/docs/assets/images/dunning-kruger.webp b/docs/assets/images/dunning-kruger.webp deleted file mode 100644 index d99ad5338..000000000 Binary files a/docs/assets/images/dunning-kruger.webp and /dev/null differ diff --git a/docs/assets/images/event_icons/phys2222.svg b/docs/assets/images/event_icons/phys2222.svg deleted file mode 100644 index b45479e1f..000000000 --- a/docs/assets/images/event_icons/phys2222.svg +++ /dev/null @@ -1,29 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/docs/assets/images/grant_2x3x3x3_render.png b/docs/assets/images/grant_2x3x3x3_render.png deleted file mode 100644 index 43b4e52d1..000000000 --- a/docs/assets/images/grant_2x3x3x3_render.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:1ca31b979456eb5eb6a251deefbd7316ba9289e2373da2da90c488d4aa46234f -size 18063 diff --git a/docs/assets/images/grant_phys3333.jpg 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/dev/null @@ -1,29 +0,0 @@ - - - - - - - - - - - - - NO - \ No newline at end of file diff --git a/docs/assets/images/phys2221.jpg b/docs/assets/images/phys2221.jpg deleted file mode 100644 index 962932a6d..000000000 Binary files a/docs/assets/images/phys2221.jpg and /dev/null differ diff --git a/docs/assets/images/phys2222generator.svg b/docs/assets/images/phys2222generator.svg deleted file mode 100644 index 78295a46a..000000000 --- a/docs/assets/images/phys2222generator.svg +++ /dev/null @@ -1,399 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/docs/assets/images/physical3333.png b/docs/assets/images/physical3333.png deleted file mode 100644 index 9fcf93647..000000000 --- a/docs/assets/images/physical3333.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:c596775a31a160a5573e995fa95a304b1774fe2749572ab0e0ad3e4728e86ec3 -size 117464 diff --git a/docs/assets/images/silence_derivative.jpg b/docs/assets/images/silence_derivative.jpg deleted file mode 100644 index f74b58d19..000000000 Binary files a/docs/assets/images/silence_derivative.jpg and /dev/null differ diff --git a/docs/assets/images/sticker_soup.webp b/docs/assets/images/sticker_soup.webp deleted file mode 100644 index 8622e6829..000000000 Binary files a/docs/assets/images/sticker_soup.webp and /dev/null differ diff --git a/docs/assets/images/wip_physical_virtual_24_animation_v2.gif b/docs/assets/images/wip_physical_virtual_24_animation_v2.gif deleted file mode 100644 index bcde41b8f..000000000 --- a/docs/assets/images/wip_physical_virtual_24_animation_v2.gif +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a6f461dd1d36bacf4841ee85d65d76faa1e9930949d40296f3e8d67d89c453b6 -size 2418100 diff --git a/docs/assets/images/xyzNotation.png b/docs/assets/images/xyzNotation.png deleted file mode 100644 index cbd20b924..000000000 --- a/docs/assets/images/xyzNotation.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:fc13fb825af19a857d6bd51d87973a1008d8c18ff492456ed07e215ab1eef19a -size 61336 diff --git a/docs/assets/images/yellowcellrotating.mp4 b/docs/assets/images/yellowcellrotating.mp4 deleted file mode 100644 index f51a88da0..000000000 Binary files a/docs/assets/images/yellowcellrotating.mp4 and /dev/null differ diff --git a/docs/glossary.md b/docs/glossary.md index ef43ae285..2ac6ad8ec 100644 --- a/docs/glossary.md +++ b/docs/glossary.md @@ -122,7 +122,7 @@ The **base sticker** of a head is the sticker which will be facing the base axis In higher and higher dimensions, it gets annoying to have to say stuff like "permuting the last cell of the last cell of the..." etc. To avoid this, we simply add a hyphen and the rank of the thing you're solving at the end. Examples: - PLL-4 is the PLL step on a rank-4 object, which permutes a rank-3 object. With CFOP on 3^4^, it consists of permuting the 2c's, then permuting the rest like a 3^3^. -- For F2L, you put the number before the letter at the end e.g. F2L-5a, F2L-6d, etc. +- For F2L, you put the number before the letter at the end e.g. F2L-5a, F2L-6d, etc. - If you were solving a 3^6^ with pure CFOP and you were solving the F2L of the final cube with triple RKT, that would be F2L-3 of PLL-4 of PLL-5 of PLL-6. diff --git a/docs/index.md b/docs/index.md index 02b8b08fb..88fd91fd7 100644 --- a/docs/index.md +++ b/docs/index.md @@ -6,11 +6,11 @@ title: Welcome - + -# Hypercubing +# Hypercubing -3x3x3x3 in MC4D +3x3x3x3 in Magic Cube 4D Hypercubing is a niche branch of Rubik's Cubing that focuses on solving [higher dimensional twisty puzzles](https://en.wikipedia.org/wiki/N-dimensional_sequential_move_puzzle). The ways that twisty puzzles move are mathematically well defined, and can be generalized to higher spatial dimensions. These puzzles can then be visualized and simulated using [computer software](/software). diff --git a/docs/jokes.md b/docs/jokes.md index 38c160e21..d6e11deb1 100644 --- a/docs/jokes.md +++ b/docs/jokes.md @@ -24,7 +24,7 @@ On 2022-10-31, Grant did a one-handed solve of the physical 2^4^ on a whim and i > **Rowan:** [my carrerr](https://discord.com/channels/852389089268858922/903095477568938035/1036792343644344382) > **Rowan:** it's over -![A graph of Rowan's carrerr, which starts by sloping upward and then curves downward. It ends in an arrow, implying that Rowan's carrerr will continue to decline.](/assets/images/carrerr.webp) +![A graph of Rowan's carrerr, which starts by sloping upward and then curves downward. It ends in an arrow, implying that Rowan's carrerr will continue to decline.](https://cloud.hypercubing.xyz/assets/img/meme/carrerr.webp) ## Sticker soup @@ -37,7 +37,7 @@ In the wake of the Rowan's video [The Quest to Build a 4D Rubik's Cube](https:// Designing physical versions of 4D+ puzzles is generally very difficult and is usually mathematically impossible to do well. In the end, most end up becoming sticker soup. -![A soup of Rubik's cube stickers, generated by Rowan using some image-generation AI](/assets/images/sticker_soup.webp) +![A soup of Rubik's cube stickers, generated by Rowan using some image-generation AI](https://cloud.hypercubing.xyz/assets/img/meme/sticker_soup.webp) ## Dunning-Kruger graph @@ -48,7 +48,7 @@ The Dunning-Kruger effect is especially common in hypercubing, which lies at the The Dunning-Kruger effect is sometimes described using this graph, where "competence" increases to the right and "confidence" increases upward: -![An unlabeled graph starting with a steep slope up from zero to the top, followed by a bowl shape that covers the majority of the graph](/assets/images/dunning-kruger.webp) +![An unlabeled graph starting with a steep slope up from zero to the top, followed by a bowl shape that covers the majority of the graph](https://cloud.hypercubing.xyz/assets/img/meme/dunning_kruger.webp) Of course, in reality the effect is not quite so extreme, and varies from person to person. @@ -88,7 +88,7 @@ On the night of 2023-06-25, Kitcen lay awake, unable to sleep, their mind plague 30 minutes later, Akkei responded wordlessly with this image: -![Exactly the exact image described above](/assets/images/silence_derivative.jpg) +![Exactly the exact image described above](https://cloud.hypercubing.xyz/assets/img/meme/silence_derivative.jpg) ## Grant Standingslice diff --git a/docs/leaderboards/templates/leaderboards.md b/docs/leaderboards/templates/leaderboards.md index 56a95d267..8cb211fa7 100644 --- a/docs/leaderboards/templates/leaderboards.md +++ b/docs/leaderboards/templates/leaderboards.md @@ -7,7 +7,7 @@ search: - + # Leaderboards diff --git a/docs/methods/2x2x2x2-physical/rowan.md b/docs/methods/2x2x2x2-physical/rowan.md index 1edeb49b9..b86c5ed1c 100644 --- a/docs/methods/2x2x2x2-physical/rowan.md +++ b/docs/methods/2x2x2x2-physical/rowan.md @@ -12,7 +12,7 @@ Rowan developed this method for Orienting Both Cells while trying to solve the p Before starting the solve, inspect the puzzle for an opposite colour pair that has 4 or fewer stickers oriented to the Left/Right axis (x-axis). They can be made of any colour in the colour pair, and can be in any spot on the puzzle. -
![4 or less on 2x2x2x2](/assets/images/Rowan4orLess.png){width="50%"} +
![4 or less on 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/2x2x2x2_rowan_4_or_less.png){width="50%"} 4 red/orange corners oriented to L/R
@@ -20,7 +20,7 @@ Before starting the solve, inspect the puzzle for an opposite colour pair that h Hold the puzzle vertically, and use block building to orient 8 pieces on a cell to the y-axis using the same colour pair that has 4 or less from inspection. This step is intuitive and does not require any [RKT](/techniques/rkt). -
![8 to y 2x2x2x2](/assets/images/Rowan8UD.png){width="50%"} +
![8 to y on 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/2x2x2x2_rowan_8_ud.png){width="50%"} 8 red/orange corners oriented to U/D
@@ -29,7 +29,7 @@ Hold the puzzle vertically, and use block building to orient 8 pieces on a cell Now use RKT to orient a layer of 4 stickers on the other cell, leaving you with a "last layer" of 4 unoriented pieces on one of the cells. -
![8 to y 2x2x2x2](/assets/images/Rowan12UD.png){width="50%"} +
![12 to y on 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/2x2x2x2_rowan_12_ud.png){width="50%"} 12 red/orange corners oriented to U/D
@@ -37,7 +37,7 @@ Now use RKT to orient a layer of 4 stickers on the other cell, leaving you with Gyro the puzzle such that the 12 pieces that were oriented end up on the x-axis. Now you should have 4 (or fewer) stickers from that colour pair oriented in other directions besides the x-axis. All you need to do is use RKT to make it into a layer that looks like a possible [OCLL](https://jperm.net/algs/2x2/oll) case, not worrying about messing up the other 12 corners. -
![8 to y 2x2x2x2](/assets/images/RowanHcase.png){width="50%"} +
![H case on 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/2x2x2x2_rowan_h.png){width="50%"} an H OCLL case set up on LU
diff --git a/docs/methods/3x3x3x3/3block.md b/docs/methods/3x3x3x3/3block.md index 04e02f94b..78aaec3c1 100644 --- a/docs/methods/3x3x3x3/3block.md +++ b/docs/methods/3x3x3x3/3block.md @@ -235,7 +235,7 @@ Solve the four 2c cross pieces in a ring in the M slice. Leave the L and R cross pieces unsolved. -
![y](/assets/images/4cross_transparent.png){width="50%"}
+
![4-cross](https://cloud.hypercubing.xyz/assets/img/virt/3block/4cross.png){width="50%"}
### Middle Block @@ -244,19 +244,19 @@ Solve the four 2c cross pieces in a ring in the M slice. Leave the L and R cross Create and insert 4 F2L-a (2c3c) pairs into the 4/6 cross. This will solve 2/3 of the M slice. Because the Left and Right cells don't have their cross pieces, you can use them to aid with building and inserting the pairs. -
![y](/assets/images/middle_transparent.png){width="50%"}
+
![Middle block](https://cloud.hypercubing.xyz/assets/img/virt/3block/middle_block.png){width="50%"}
### Left Block Solve the Left cell. This is done in 3 blocks, hence the name of the method. The first block consists of the cross edge, followed by two 2c3c F2L-a pairs that are opposite of each other. This solves the middle column of the left cell. The final two blocks consist of a 2c3c pair, and two 3c4c pairs. -
![y](/assets/images/LB_transparent.png){width="50%"}
+
![Left block](https://cloud.hypercubing.xyz/assets/img/virt/3block/left_block.png){width="50%"}
### Right Block Solve the Right cell. This is also done by breaking it up into the 3 blocks, except now you don't have an empty opposite cell to aid you in making pairs. You could just solve the cross edge, and then finish the whole solve using [CFOP](/methods/3x3x3x3/cfop) style F2L and Last Cell. You can also do it the 3 blocks way, except having less freedom means that it is slightly trickier to set up the correct cases. -
![y](/assets/images/RB_transparent.png){width="50%"}
+
![Right block](https://cloud.hypercubing.xyz/assets/img/virt/3block/right_block.png){width="50%"}
### Last Layer diff --git a/docs/methods/3x3x3x3/octachoroux.md b/docs/methods/3x3x3x3/octachoroux.md index 9a06978cb..2dad3771c 100644 --- a/docs/methods/3x3x3x3/octachoroux.md +++ b/docs/methods/3x3x3x3/octachoroux.md @@ -3,7 +3,7 @@ !!! info inline end "Octachoroux" - `Algorithms:` 3D Roux + [RKT Parity](/techniques/rkt/#parity) - `Move count:` way too many - + This method is Rowan Fortier's attempt to bring the [Roux method](https://www.speedsolving.com/wiki/index.php/Roux_method) to the 3x3x3x3. ## Summary diff --git a/docs/methods/big-cube-reduction.md b/docs/methods/big-cube-reduction.md index e783f81e0..4e95ec62b 100644 --- a/docs/methods/big-cube-reduction.md +++ b/docs/methods/big-cube-reduction.md @@ -5,6 +5,6 @@ title: Reduction (Big Cube) # Big Cube Reduction !!! example inline end "4^4^ with paired 1c centers" - ![4x4x4x4 with centers paired](/assets/images/4444centers.png) + ![4x4x4x4 with centers paired](https://cloud.hypercubing.xyz/assets/img/virt/reduction/4x4x4x4_centers.png) Just like 3D reduction of big cubes, higher dimensional reduction works by pairing up groups of pieces with more and more colors until the *n*^d^ is reduced into an (*n-1*)^d^. Pairing up pieces is done in a very similar way to the 3D method; If you can solve 3^3^, 4^3^, and 3^4^, then you can solve 4^4^. diff --git a/docs/methods/dimensional-reduction.md b/docs/methods/dimensional-reduction.md index ee974ad15..e3f6ba255 100644 --- a/docs/methods/dimensional-reduction.md +++ b/docs/methods/dimensional-reduction.md @@ -5,7 +5,7 @@ title: Reduction (Dimensional) # Dimensional Reduction !!! example inline end "Dimensional reduced 3^4^" - ![3x3x3x3 dimensionally reduced into 3x3x3](/assets/images/DimensionalReduction.png) + ![3x3x3x3 dimensionally reduced into 3x3x3](https://cloud.hypercubing.xyz/assets/img/virt/reduction/dimensional_reduction.png) Dimensional reduction is a technique to reduce an n^d^ puzzle into an n^d-1^ puzzle. It does this by pairing up n-piece long bars (e.g. to reduce 3^4^ into 3^3^, pair up 3-piece long bars). diff --git a/docs/methods/general-cfop.md b/docs/methods/general-cfop.md index ac46b8cec..6346b9a18 100644 --- a/docs/methods/general-cfop.md +++ b/docs/methods/general-cfop.md @@ -7,19 +7,19 @@ ## Cross -

+

## F2L -

+

## OLL -

+

## PLL -

+

\ No newline at end of file + diff --git a/docs/no/index.md b/docs/no/index.md index c19548fb0..55bf78872 100644 --- a/docs/no/index.md +++ b/docs/no/index.md @@ -6,13 +6,10 @@ hide: [navigation, toc] - + # - - - - + Each side of an n^4^ hypercube is called a *cell*, and consists of a cubic grid of n^3^ stickers. Because each side is cubic, they can be rotated with cubic symmetry. A cube has 24 different possible orientations, meaning that each side of a 4D puzzle can be oriented in 24 different ways. @@ -36,7 +36,7 @@ For the slice layers, we use `M` `E` `S` `P`, where P is the slice parallel to I 3D notation for rotations doesn't really generalize to higher dimensions. For example, we call an `x` rotation x because it rotates the puzzle "around the x-axis". However, this is unhelpful because rotations don't actually happen around an axis. Instead it's better to think of rotations as happening within a 2D plane. When you're doing an `x`, the whole puzzle is really being rotated within the zy plane. And writing rotations like this generalizes to higher dimensions, so that is what we use. -First, we make a certain side from each axis be the "positive" side. There are standards for this in 3D (such as the [right-handed rule](https://en.wikipedia.org/wiki/Right-hand_rule)). On the x-axis, going to the right is positive and going left is negative. This makes `R` the positive side from the x-axis. The same goes for the other axes: `U`, and `F` are the positive sides in 3D. In 4D we add two new sides, and have to decide which one is positive and which one is negative. Because of the projection, the side that we can't see is closer to the 4D camera, making `O` the positive w-axis cell, and `I` the negative. +First, we make a certain side from each axis be the "positive" side. There are standards for this in 3D (such as the [right-handed rule](https://en.wikipedia.org/wiki/Right-hand_rule)). On the x-axis, going to the right is positive and going left is negative. This makes `R` the positive side from the x-axis. The same goes for the other axes: `U`, and `F` are the positive sides in 3D. In 4D we add two new sides, and have to decide which one is positive and which one is negative. Because of the projection, the side that we can't see is closer to the 4D camera, making `O` the positive w-axis cell, and `I` the negative. To actually notate the rotations, write the letters of the 2 axes that form the plane that the puzzle is rotating in, in the order of which positive side on that axis goes to the positive side of the other axis. For example: rotating the positive y-axis side to the positive x-axis side (rotating U to R) would be written `yx` (and looks like `z` in 3D notation). @@ -74,8 +74,8 @@ There are many different ways to count the number of twists performed during a s - Consecutive twists of the same axis and layers are combined. ??? info "MC4DTM" - A.K.A. "whatever MC4D says." - + A.K.A. "whatever MC4D says" + - Twists are counted as they are executed. - Whole-puzzle rotations counted only if they are executed as moves. - Double rotations and certain reorientations are impossible to execute as one move. diff --git a/docs/puzzles/physical/2x2x2x2/canonical-moves.md b/docs/puzzles/physical/2x2x2x2/canonical-moves.md index 6c1c4bab4..8a212543d 100644 --- a/docs/puzzles/physical/2x2x2x2/canonical-moves.md +++ b/docs/puzzles/physical/2x2x2x2/canonical-moves.md @@ -14,7 +14,7 @@ The Canonical Moveset is a set of moves agreed upon by the community for solving ### Simple Rotations !!! example inline end "Simple Rotations" - ![Simple puzzle rotations on Melinda's 2x2x2x2](/assets/images/2222rotating.png) + ![Simple puzzle rotations on Melinda's 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/melinda_2x2x2x2_rotations.png) A lot of the whole puzzle reorientations can be reached without the need for the [gyro algorithm](#gyro). These are called simple rotations, and consist of rotaing the L and R cells together in opposing directions (as to not change the state of the puzzle, only its orientation). @@ -24,7 +24,7 @@ A lot of the whole puzzle reorientations can be reached without the need for the The left and right cells of the puzzle can be twisted into any reorientation of a cube. In other words, there are 23 different twists of the L/R cells: -Left cell twists: `Ly` `Ly'` `Ly2` `Lx2` `Lz2` `Lx2,y` `Lx2,y'` `Lx` `Lx,y` `Lx,y'` `Lx,y2` `Lx'` `Lx',y` `Lx',y'` `Lx',y2` `Lz` `Lz,y` `Lz,y'` `Lz,y2` `Lz'` `Lz',y` `Lz',y'` `Lz',y2` +Left cell twists: `Ly` `Ly'` `Ly2` `Lx2` `Lz2` `Lx2,y` `Lx2,y'` `Lx` `Lx,y` `Lx,y'` `Lx,y2` `Lx'` `Lx',y` `Lx',y'` `Lx',y2` `Lz` `Lz,y` `Lz,y'` `Lz,y2` `Lz'` `Lz',y` `Lz',y'` `Lz',y2` Right cell twists: `Ry` `Ry'` `Ry2` `Rx2` `Rz2` `Rx2,y` `Rx2,y'` `Rx` `Rx,y` `Rx,y'` `Rx,y2` `Rx'` `Rx',y` `Rx',y'` `Rx',y2` `Rz` `Rz,y` `Rz,y'` `Rz,y2` `Rz'` `Rz',y` `Rz',y'` `Rz',y2` @@ -33,7 +33,7 @@ Each move here either starts with an L or an R, followed by the rotations (separ ### Inside/Outside Twists !!! example inline end "Ix2 twist" - ![Ix2 move on physical 2x2x2x2](/assets/images/canonical-Ix2.png) + ![Ix2 move on physical 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/melinda_2x2x2x2_canonical_Ix2.png) The I and O cells are the sides with the next most turning freedom after L and R. This was referred to as an "axial twist" in Melinda's video. The canonical moves for the I/IO cells are `Ix` `Ix'` `Ix2` `Ox` `Ox'` `Ox2` @@ -43,16 +43,16 @@ These twists can be difficult to perform for speedsolving, so most people tend t ### Slab Twists !!! example inline end "U2 twist" - ![U2 move on physical 2x2x2x2](/assets/images/canonical-U2.png) + ![U2 move on physical 2x2x2x2](https://cloud.hypercubing.xyz/assets/img/phys/melinda_2x2x2x2_canonical_U2.png) -The remaining canonical twists involve picking up a 2x2x4 "slab" off the puzzle, and rotating it 180 degrees in the same plane. These slabs you can pick up are the U, F, D, and B cells. Because the slabs can only be turned 180 degrees those moves will just be referred to as `U2` `F2` `D2` `B2` +The remaining canonical twists involve picking up a 2x2x4 "slab" off the puzzle, and rotating it 180 degrees in the same plane. These slabs you can pick up are the U, F, D, and B cells. Because the slabs can only be turned 180 degrees those moves will just be referred to as `U2` `F2` `D2` `B2` ### Gyro -If you try to scramble the puzzle with all the moves above, you will quickly notice that the 2 colours on the x-axis aren't mixing with the other colours. This is because the simple rotations and slab twists are restricting what we can do because of the symmetry of the physical puzzle. To fix this, we need a series of illegal moves that rotate the puzzle 4-dimensionally in a way that changes the x-axis. This is called the Gyro, and will allow us to access all the rest of the puzzle rotations (`xz` `zx` `yx` `xy` `xw` `wx`) +If you try to scramble the puzzle with all the moves above, you will quickly notice that the 2 colours on the x-axis aren't mixing with the other colours. This is because the simple rotations and slab twists are restricting what we can do because of the symmetry of the physical puzzle. To fix this, we need a series of illegal moves that rotate the puzzle 4-dimensionally in a way that changes the x-axis. This is called the Gyro, and will allow us to access all the rest of the puzzle rotations (`xz` `zx` `yx` `xy` `xw` `wx`) -![Rowan performing the Gyro algorithm](/assets/images/GyroGif.gif) +![Rowan performing the Gyro algorithm](https://cloud.hypercubing.xyz/assets/img/phys/melinda_2x2x2x2_gyro.png) There are several different algorithms for this, some of which gyro different axes. Melinda has several videos about different gyro algorithms, the shortest known one being 6 snaps. Below is a common gyro algorithm that several people in the community use. @@ -71,4 +71,4 @@ Several new slab twists are added. For the U cell, this means going from having ### Extra I/O cell twists -`Iz2` `Iy2` `Oz2` `Oy2` are added (although they are very hard to fingertrick and perform quickly). \ No newline at end of file +`Iz2` `Iy2` `Oz2` `Oy2` are added (although they are very hard to fingertrick and perform quickly). diff --git a/docs/puzzles/physical/2x2x2x2/image-generator.md b/docs/puzzles/physical/2x2x2x2/image-generator.md index 3455b4475..0750d90f2 100644 --- a/docs/puzzles/physical/2x2x2x2/image-generator.md +++ b/docs/puzzles/physical/2x2x2x2/image-generator.md @@ -4,7 +4,7 @@ Generate an image of a physical 2x2x2x2 by inputting moves using [canonical move ??? note "Generate by move input" **Moves that the generator will accept:** - `zy` `yz` `xz` `zx` `yx` `xy` `yw` `wy` `xw` `wx` `zw` `wz` `Ly` `Ly'` `Ly2` `Lx2` `Lz2` `Lx2,y` `Lx2,y'` `Lx` `Lx,y` `Lx,y'` `Lx,y2` `Lx'` `Lx',y` `Lx',y'` `Lx',y2` `Lz` `Lz,y` `Lz,y'` `Lz,y2` `Lz'` `Lz',y` `Lz',y'` `Lz',y2` `Ry` `Ry'` `Ry2` `Rx2` `Rz2` `Rx2,y` `Rx2,y'` `Rx` `Rx,y` `Rx,y'` `Rx,y2` `Rx'` `Rx',y` `Rx',y'` `Rx',y2` `Rz` `Rz,y` `Rz,y'` `Rz,y2` `Rz'` `Rz',y` `Rz',y'` `Rz',y2` `Ix` `Ix'` `Ix2` `Ox` `Ox'` `Ox2` `U2` `F2` `B2` `D2` `#` + `zy` `yz` `xz` `zx` `yx` `xy` `yw` `wy` `xw` `wx` `zw` `wz` `Ly` `Ly'` `Ly2` `Lx2` `Lz2` `Lx2,y` `Lx2,y'` `Lx` `Lx,y` `Lx,y'` `Lx,y2` `Lx'` `Lx',y` `Lx',y'` `Lx',y2` `Lz` `Lz,y` `Lz,y'` `Lz,y2` `Lz'` `Lz',y` `Lz',y'` `Lz',y2` `Ry` `Ry'` `Ry2` `Rx2` `Rz2` `Rx2,y` `Rx2,y'` `Rx` `Rx,y` `Rx,y'` `Rx,y2` `Rx'` `Rx',y` `Rx',y'` `Rx',y2` `Rz` `Rz,y` `Rz,y'` `Rz,y2` `Rz'` `Rz',y` `Rz',y'` `Rz',y2` `Ix` `Ix'` `Ix2` `Ox` `Ox'` `Ox2` `U2` `F2` `B2` `D2` `#`
Input moves: (separated by spaces)
@@ -16,7 +16,7 @@ Generate an image of a physical 2x2x2x2 by inputting moves using [canonical move

-??? note "Generate by sticker input" +??? note "Generate by sticker input" Colors: ``` W = white diff --git a/docs/puzzles/physical/2x2x2x2/scramble-generator.md b/docs/puzzles/physical/2x2x2x2/scramble-generator.md index dbb0ae736..ca93379a1 100644 --- a/docs/puzzles/physical/2x2x2x2/scramble-generator.md +++ b/docs/puzzles/physical/2x2x2x2/scramble-generator.md @@ -25,7 +25,7 @@ width: 15px; height: 15px; border-radius:8px; - background: #AB47BD; + background: #AB47BD; cursor: pointer; } @@ -262,7 +262,7 @@ function myFunction() { var Rphysmoves = ["Ry", "Ry'", "Ry2", "Rx2", "Rz2", "Rx2,y", "Rx2,y'", "Rx", "Rx,y", "Rx,y'", "Rx,y2", "Rx'", "Rx',y", "Rx',y'", "Rx',y2", "Rz", "Rz,y", "Rz,y'", "Rz,y2", "Rz'", "Rz',y", "Rz',y'", "Rz',y2", ""]; var message_text = ""; canvas.height = 150 * document.getElementById("myRange").value; - for (var j = 0; j < document.getElementById("myRange").value; ++j) + for (var j = 0; j < document.getElementById("myRange").value; ++j) { var puzzleState = [[[0,7,2,5],[0,7,2,4],[0,7,3,4],[0,7,3,5],[0,6,2,5],[0,6,2,4],[0,6,3,4],[0,6,3,5]],[[1,7,2,4],[1,7,2,5],[1,7,3,5],[1,7,3,4],[1,6,2,4],[1,6,2,5],[1,6,3,5],[1,6,3,4]]]; var tempmsg = "
" + (j+1) + ". "; @@ -299,4 +299,4 @@ if(urlParams.has('scrambles')) myFunction(); } - \ No newline at end of file + diff --git a/docs/puzzles/physical/index.md b/docs/puzzles/physical/index.md index 46ceab845..fd6c775d2 100644 --- a/docs/puzzles/physical/index.md +++ b/docs/puzzles/physical/index.md @@ -4,7 +4,7 @@ It is highly recommended to learn how [virtual puzzles](/puzzles) work first before trying to understand the physical puzzles. !!! info inline end "Physical 3x3x3x3" - ![Grant's physical 3x3x3x3](/assets/images/physical3333.png){width="100%"} + ![Grant's physical 3x3x3x3](https://cloud.hypercubing.xyz/assets/img/phys/grant_3x3x3x3_render.png){width="100%"} Physical puzzles refer to higher dimensional puzzles that are physically built in real life (using only 3 dimensions). This involves clever designs, strange symmetry-abusing tricks, and lots and lots of magnets. Often, these puzzles are too impractical to use, defeating their sole purpose. diff --git a/docs/software/hyperspeedcube.md b/docs/software/hyperspeedcube.md index 648e4f88b..9adefd889 100644 --- a/docs/software/hyperspeedcube.md +++ b/docs/software/hyperspeedcube.md @@ -13,7 +13,7 @@ It's recommended to download the Hyperspeedcube program (which is available on Windows, MacOS, and Linux), although a [web version](https://hypercubing.xyz/hyperspeedcube/) is available as well. The latest version is [![Release badge]][Release link] and can be downloaded from the website here: -[Download Hyperspeedcube](https://ajfarkas.dev/hyperspeedcube/){ .md-button .md-button--primary } +[Download Hyperspeedcube](https://ajfarkas.dev/hyperspeedcube/){ .md-button .md-button--primary } On Windows, it will download as a `.zip` file. After extracting the files and saving them to the destination of your choice, simply launch the `hyperspeedcube.exe` file. This *is* the program, so make sure you save it somewhere you can remember! @@ -32,7 +32,7 @@ If you’re having other trouble with Hyperspeedcube, join the Hypercubers Disco ## History/Development -Hyperspeedcube, or HSC, is the brainchild of Andrew Farkas (AKA HactarCE). Initially called Keyboard Speedcube and only supporting 3D Rubik's Cubes, the first screenshot was shared with the Hypercubers Discord on October 25th, 2021. A month later, Rowan Fortier asked Hactar if he could receive an early version of the program, and showcased it in a [YouTube video](https://www.youtube.com/watch?v=Wn1y-3EMREQ). +Hyperspeedcube, or HSC, is the brainchild of Andrew Farkas (AKA HactarCE). Initially called Keyboard Speedcube and only supporting 3D Rubik's Cubes, the first screenshot was shared with the Hypercubers Discord on October 25th, 2021. A month later, Rowan Fortier asked Hactar if he could receive an early version of the program, and showcased it in a [YouTube video](https://www.youtube.com/watch?v=Wn1y-3EMREQ). ![first mention](https://media.discordapp.net/attachments/871460012390748241/902389507997966346/unknown.png){width="45%"} ![Early build](https://media.discordapp.net/attachments/871460012390748241/904606317430317086/face_focus.gif){width="45%"} diff --git a/docs/software/magicpuzzleultimate.md b/docs/software/magicpuzzleultimate.md index 73f725ba7..b536a4f3d 100644 --- a/docs/software/magicpuzzleultimate.md +++ b/docs/software/magicpuzzleultimate.md @@ -4,7 +4,7 @@ [Download MPU](https://superliminal.com/andrey/mpu/MPUlt.zip){ .md-button .md-button--primary } -![32-cell in MPU](/assets/images/MPU_32cell.png) +![32-cell in MPU](https://cloud.hypercubing.xyz/assets/img/virt/mpu_32cell.png)
32-cell puzzle in MPU
@@ -73,7 +73,6 @@ Open the location where your ```MPUlt``` folder is. Next, open the ```MPUlt_puzz Twists 1,-1,0/1,0,-1 Cuts 0.5 -0.5 ``` - ??? abstract "4D Puzzles" @@ -357,7 +356,7 @@ Open the location where your ```MPUlt``` folder is. Next, open the ```MPUlt_puzz NAxis 1 Faces 1,0,0,0 Group 1,0,0,0/0.5,0.866025404,0,0 0,0.577350269,0.816496581,0/0,0,0.612372436,0.790569415 - #1,0,0,0/0.5,sqrt(3)/2,0,0 0,1/sqrt(3),sqrt(2/3),0/0,0,1/sqrt(6),sqrt(5/6) + #1,0,0,0/0.5,sqrt(3)/2,0,0 0,1/sqrt(3),sqrt(2/3),0/0,0,1/sqrt(6),sqrt(5/6) Axis 1,0,0,0 Twists 0,0.577350269,0.816496581,0/0,0,0.612372436,0.790569415 0,0.790569,-0.559017,0.25/0,0.57735,1.22474,0.912871 Cuts 0.75 -0.75 diff --git a/docs/techniques/commutators.md b/docs/techniques/commutators.md index 40396c277..b6c4eeba7 100644 --- a/docs/techniques/commutators.md +++ b/docs/techniques/commutators.md @@ -8,7 +8,7 @@ One of the earliest solutions for the 3x3x3x3 was [The Ultimate Solution to a 3x Commutators are notated `[A, B]`, which means to do `A B A' B'`. -For example, the commutator `[M', U2]` cycles 3 edges in the M layer of a 3x3x3. Written out, it would be `M' U2 M U2`. +For example, the commutator `[M', U2]` cycles 3 edges in the M layer of a 3x3x3. Written out, it would be `M' U2 M U2`. Commutators can also be nested within commutators, such as `[D, [R, U]]`, which is a cycle of 3 corners, `D R U R' U' D' U R U' R'`. diff --git a/docs/techniques/rkt.md b/docs/techniques/rkt.md index 6f255a2bf..603be7808 100644 --- a/docs/techniques/rkt.md +++ b/docs/techniques/rkt.md @@ -22,9 +22,9 @@ The name RKT comes from the move set `````` on n^4^ puzzles (in the old n RKT lets us do any n^3^ sequence of moves on one side of an n^4^. The beginner's way to learn this is by "translating" 3D algorithms into RKT (although this is not the best way to think about how RKT works beacuse you can really perform any sequence of moves). Below is a simple 3 step guide to translate your algorithms into RKT. !!! example inline end "Example: Sune algorithm with RKT" - Say you want to do the Sune algorithm ```R U R' U R U2 R'``` with RKT. The first step is to try and think of how you can execute the algorithm using only R moves and cube rotations. ```R U R' U R U2 R'``` becomes ```R z R z' R' z R z' R z R2 z' R'```. Now we replace R with RO, and cube rotations with I cell rotations: ```RO IF RO IF' RO' IF RO IF' RO IF RO2 IF' RO'``` - - ![Sune with RKT](/assets/images/SuneRKTgif.gif){width="100%"} + Say you want to do the Sune algorithm ```R U R' U R U2 R'``` with RKT. The first step is to try and think of how you can execute the algorithm using only R moves and cube rotations. ```R U R' U R U2 R'``` becomes ```R z R z' R' z R z' R z R2 z' R'```. Now we replace R with RO, and cube rotations with I cell rotations: ```RO IF RO IF' RO' IF RO IF' RO IF RO2 IF' RO'``` + + ![Sune with RKT](https://cloud.hypercubing.xyz/assets/img/virt/hsc_3x3x3x3_rkt_sune.gif){width="100%"} 1. Rewrite the algorithm to only use cube rotations and R moves 2. Rewrite cube rotations in this new algorithm (`x`, `y`, or `z`) to their respective I cell rotation (`IR`, `IU`, `IF`) 3. Replace all R moves with their RO counterpart @@ -42,9 +42,9 @@ Another popular way to do RKT is to use wide O cell turns (instead of normal I c ## Parity !!! warning inline end "RKT Parity" - ![RKT parity on the last layer of the last cell of a 3x3x3x3](/assets/images/RKT_parity_3333.png) + ![RKT parity on the last layer of the last cell of a 3x3x3x3](https://cloud.hypercubing.xyz/assets/img/virt/hsc_3x3x3x3_rkt_parity.png) -RKT parity is a state you can get to that appears to rotate a single layer of a cell by 180°. +RKT parity is a state you can get to that appears to rotate a single layer of a cell by 180°. If you try and fix this with RKT, then the outer layers will be off by 180°. This means that you must use an algorithm (or intuition) to solve it. You can use a 3D supercube algorithm that rotates the U center 180° (`5x(R U R' U)`, or `2x(L R U2 R' L' U)`). @@ -59,7 +59,7 @@ On 2^4^, the algorithm is shorter because it doesn't have to worry about messing On bigger n^4^ puzzles (where $n>3$), it can look like a single _slice_ layer of a cell is off by 180°. An intuitive way to solve this is to do the 2^4^ RKT parity algorithm with wide moves, and then the normal 3^4^ RKT parity algorithm. It can also be avoided by just lining up your slice the same way you line up centers in 3D before finishing last 4 edges (when using freeslice). -```[f' r': [[r' U' l': D2], Iy2]]```(swaps UF and UR) +```[f' r': [[r' U' l': D2], Iy2]]``` (swaps UF and UR) ## Debt @@ -68,7 +68,7 @@ RKT Debt is when the R cell isn't aligned with the rest of the puzzle aftering p ## Cancels !!! example "Sune with RKT: left = normal RKT, right = RKT cancel" - ![Sune with RKT](/assets/images/SuneRKTcancel.gif){width="100%"} + ![Sune with RKT](https://cloud.hypercubing.xyz/assets/img/virt/hsc_3x3x3x3_rkt_cancel_sune.gif){width="100%"} RKT cancelling is a technique that reduces the move count of certain RKT algorithms and triggers by abusing symmetry of rotations. HactarCE made a program called [RocKeT](https://github.com/HactarCE/rocket) to find cancels for 3^4^ algorithms. Often, it just involves inserting some flipping moves at certain points throughout the algorithm. @@ -76,7 +76,7 @@ Consider `R U R' U'`. Conventional RKT rotates after every move, but we don't ha - `RO UO` — do `R U` using RKT, building up two moves of RKT debt (`R U`) - `IF RO'` — do `R'` using RKT, undoing the debt from `U` -- `IF2 UO'` — do `U'` using RKT, undoing the debt from the `R` +- `IF2 UO'` — do `U'` using RKT, undoing the debt from the `R` But we can do even better! @@ -105,7 +105,3 @@ The term Double/Triple/Quadruple/etc... RKT is used to refer to *using* RKT to * If RKT treats a single layer of an n^d^ puzzle like an n^d-1^ puzzle, then technically the last step of the 3^3^ [Roux method](https://www.speedsolving.com/wiki/index.php?title=Roux_method) counts as RKT. The last step of Roux is to permute the M-slice like a 3^2^ (with mirroring moves allowed). Another thing that "feels like RKT" is solving 3x3xn cuboids where $n>3$. A typical strategy for these is to solve from the innermost layers to the outermost layers, treating it as several nested 3x3x2 puzzles. Doing an R2 on the whole puzzle does an R2 to each of the subpuzzles. - - - - diff --git a/docs/tutorial.md b/docs/tutorial.md index d9f4160ca..9e5b2b112 100644 --- a/docs/tutorial.md +++ b/docs/tutorial.md @@ -4,7 +4,7 @@ This page aims to teach you the fundamentals of understanding higher dimensional ## What is the 4th dimension? -The dimensionality of a space/object is the number of coordinates needed to describe its position. First, think of a 1-dimensional number line. To describe a position on the number line, all you need is one set of numbers for the coordinate. In 2-dimensional space like a graph, you need 2 sets of numbers to represent a point, such as $(3,4)$. This continues on to higher dimensions, where you need more and more numbers in order to locate a point. +The dimensionality of a space/object is the number of coordinates needed to describe its position. First, think of a 1-dimensional number line. To describe a position on the number line, all you need is one set of numbers for the coordinate. In 2-dimensional space like a graph, you need 2 sets of numbers to represent a point, such as $(3,4)$. This continues on to higher dimensions, where you need more and more numbers in order to locate a point. The [4th dimension](https://en.wikipedia.org/wiki/Four-dimensional_space) is a space where you need 4 sets of numbers to describe the coordinates of something. As 3D beings in a 3D universe, we can't interact with or see the 4th dimension. But computers can easily simulate higher dimensions, and [project](https://en.wikipedia.org/wiki/3D_projection) it down to 2D so we can see it on a computer screen. @@ -33,6 +33,6 @@ But of course, there are many other shapes besides the tesseract. Check out thes To make [twisty puzzles](https://en.wikipedia.org/wiki/N-dimensional_sequential_move_puzzle) out of higher dimensional shapes, you have to slice it up! Adding 2 evenly spaced planar cuts along each dimension, we get the 3x3x3x3, or 3^4^. -
![3x3x3x3](/assets/images/3_4_transparent.png){width="50%"}
+
![3x3x3x3 in Magic Cube 4D](https://cloud.hypercubing.xyz/assets/img/virt/){width="50%"}
Congratulations, you have completed the tutorial!