The simplest answer is that I was aiming at doing a projection from 4D into 2D. 4 dimensions in Euclidean space have 6 planes. A 4D rotation thus has to have a ton more of sine/cosine calculations than a 2D one. Projections down from the 4th induce this as well. You have to project each point into the space you're visualizing.
I didn't really get into camera / FOV calculations, I kept that fixed, don't remember much about those decisions. It was 2001 when I started the project, and I took a final swing around 2005 to get a final thing.
Not sure of the state of the information today, but at that time, I was unable to find almost anything about the mathematics involved in the 4d->3d work. I was a freshman at a community college, literally printing off articles from Wolfram and interlibrary loaning books on graphics. I had to deduce from the principles of 3d->2d projection what it'd take to do a 4d->3d projection.
I went on to take a minor in mathematics and retain a good deal of that information even now. Given an adequate graphing/windowing context with a PutLine/PutPoint in 3d or 2d, I could cook up a 4D library over a weekend of focus. I just don't know what to do with that library besides goofing off rotating a cube or whatever.
N.b., one of the issues with doing something here is that you really need a 4D CAD tool. Think Blender, but 4D. Otherwise you're laboriously typing in `Point p = new Point(0,0,0,1); Point p2 = new Point(/ugh/);` or some such, maybe in a text file. Haven't looked into the area in, you know, 15 years. Maybe there's such a tool out there today.
I didn't really get into camera / FOV calculations, I kept that fixed, don't remember much about those decisions. It was 2001 when I started the project, and I took a final swing around 2005 to get a final thing.
Not sure of the state of the information today, but at that time, I was unable to find almost anything about the mathematics involved in the 4d->3d work. I was a freshman at a community college, literally printing off articles from Wolfram and interlibrary loaning books on graphics. I had to deduce from the principles of 3d->2d projection what it'd take to do a 4d->3d projection.
I went on to take a minor in mathematics and retain a good deal of that information even now. Given an adequate graphing/windowing context with a PutLine/PutPoint in 3d or 2d, I could cook up a 4D library over a weekend of focus. I just don't know what to do with that library besides goofing off rotating a cube or whatever.
N.b., one of the issues with doing something here is that you really need a 4D CAD tool. Think Blender, but 4D. Otherwise you're laboriously typing in `Point p = new Point(0,0,0,1); Point p2 = new Point(/ugh/);` or some such, maybe in a text file. Haven't looked into the area in, you know, 15 years. Maybe there's such a tool out there today.