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mtbdesignworks Blog [Miegakure, 4D Toys, Marc ten Bosch]

Miegakure

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Latest posts

4D Toys now available for Meta Quest

It feels like the first true version of the game. You sit on your actual living room floor playing with strange objects from another dimension.

4D Toys Update 8: Rotating the 3D Slice, 2D Faces Projections, Marble scenes, and many more!

Hi! This is a Mega-Update ®™ that focuses on features that people have been requesting for a long time. I have a ton of stuff in Miegakure that could be shared with 4D Toys but what takes development time is not the cool 4D stuff but all the UI/UX around it. First of all because [ ]

Monthly Updates now on Patreon

You can support the development of Miegakure and related work with this Patreon I originally made for my quaternion article/video (Let s remove Quaternions from every 3D Engine: An Interactive Introduction to Rotors from Geometric Algebra). In many ways Miegakure is more than a game: It is revolutionizing how people explore scientific concepts with games Its [ ]

The Klein Bottle and the 4th dimension [4D Toys v 1.7]

One of the shapes people requested the most for 4D Toys is the Klein Bottle, so I finally added it! I originally wasn t very keen on adding the Klein Bottle for a strange reason: because it s a 2D shape when sliced it would give thin 1D lines, which are obviously too thin to be interesting [ ]

Miegakure Update September 2021

Hi, here is the update since last time! Among other things: We polished the main characters with improvements to the 3D models, inverse kinematics for the feet, cloth simulation, better collision detection, etc.. That kind of polish seemed very important since the player is looking at the main character all the time. We also [ ]

SIGGRAPH 2020 talk for my technical paper: N-Dimensional Rigid Body Dynamics

It s very exciting for work from a game (and a first for an indie game) to be presented in the SIGGRAPH Technical Papers program! Thank you all for your patience during development of the game, as you can see it can get pretty involved, ahah! Link to the paper

4D Toys Version 1.6: Wireframe Projections

4D Toys Update (iOS) (Steam VR + Mouse Keyboard). New button: Wireframe Projections. When enabled, the edges of objects are projected onto the current slice. That means that no matter where the slice is, the edges of the objects will always be visible. It s an old school way of displaying 4D objects which you [ ]

Miegakure Update November 2020: art direction in 4D

Development on Miegakure is going well. Modeling the large buildings is very far along and will be done soon. I polished many things across the entire game. In July I recorded my SIGGRAPH 2020 Talk about my Technical Paper on n-Dimensional rigid body dynamics, and will post it publicly soon. I started working with a [ ]

4D Toys Version 1.5: Anti-Gravity, Export Mesh for 3D Printing, 4D Accelerometer

Here is another 4D Toys Update (iOS) (Steam VR + Mouse Keyboard). It adds three buttons: Export Mesh: Exports a 3D mesh of what is currently visible on screen. These meshes can then be 3D printed, etc… (Unfortunately 4D printing is not yet available in this universe :P). Find the meshes in your Documents [ ]

SIGGRAPH 2020 Technical Paper: N-Dimensional Rigid Body Dynamics

Excited to announce that my technical paper N-Dimensional Rigid Body Dynamics was accepted to SIGGRAPH 2020! Very proud to present research developed for 4D Toys Miegakure at such a prestigious conference. Here is the link to the paper and the abstract: I present a formulation for Rigid Body Dynamics that is independent of the [ ]