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The geospatial implementation is a true 3-space model. You can content-address objects and features past low-earth orbit by default. All surfaces upon which geometries are constructed are embedded in this space. Polygons relative to an embedded surface, such as a geodetic 2-ellipsoid, are actually represented as 3-space shapes under the hood; the 2-surface is a convenience for popular use cases but the data is not organized that way.

There are an unbounded number of possible shapes and surfaces in 3-space. Storing and content-addressing them is easy enough. The challenge is that to be useful you need, at a minimum, generally correct intersection algorithms for all of the representable shapes. It is an open-ended computational geometry problem and we continuously extend geometry capabilities as needed. Currently, the most complex shapes can be constructed relative to a number of well-behaved mathematical surfaces embedded in 3-space. Shapes directly constructible in 3-space are significantly more limited but I expect that to expand over time as well, particularly if there are specific requirements and use cases.

The underlying representation was intended to mirror the spatiotemporal organization of the physical world at a data level. We can generate projections but the data lives in 3-space.



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