Vi Hart, Andrea Hawksley, Henry Segerman and Marc ten Bosch each independently have long track records of doing crazy, innovative stuff with maths. Together, they’ve made Hypernom.
Hypernom is a game where you nom cells of four-dimensional objects by rotating, wiggling and twisting yourself around to move through a stereographic projection of a radial projection of a 4D polytope. It looks like this:
While from the outside it looks like this:
(That’s one of the creators of the game, Vi Hart, committing fully to the nom.)
I’ll make an attempt to explain the maths of what’s going on in the game. (Or you might just be better off reading the explanation in the paper, “Hypernom: Mapping VR Headset Orientation to
In order to display the 4D shapes, you need to project them onto 3D space (like a shadow is the 2D projection of a 3D shape). Hypernom first radially projects the polytope onto a 4D hypersphere
That’s hard to imagine, so here’s a video Henry Segerman made to explain stereographic projection from 3D into 2D:
Segerman explains the 4D version of that in a paper titled “Sculptures in
The next question is how you move through this space. Hart and co. have cleverly noticed that
Hypernom maps the orientation of your screen to a unit quaternion, which corresponds to a point of
Really, it’s all an excuse to mess about with odd geometry. It’s interesting to see which intuitions about how you move through space break down in this world, and how hard it is to develop new ones. The authors acknowledge this; the “motivation and artistic choices” section of their paper begins,
It may seem somewhat arbitrary to design a VR game that uses headset orientation data as a quaternion to map your position in
to eat cells of regular polychora, but given the context of mathematical art and VR research the authors are immersed in, it seemed obvious, even necessary, to design exactly this game.
As for me, I’m curious to see if you can make a game where you only use a few cells, and maybe the aim is to travel from one to the other in a certain order. All the source code to Hypernom is available on GitHub, so maybe I’ll have a go at modifying it to do that.
More information
Explanation, instructions and source code on the Hypernom GitHub page
Hypernom: Mapping VR Headset Orientation to
Sculptures in
how Is stereographic projection a map from a sphere to a plain? how does that work?
If the video by Henry Segerman above doesn’t do it for you, try this video by the AMS.
NOM!
Nom? I guess it means eat. But if that’s the case just say eat.