rubix cube rotation
how would you go about rotating a rubix cube along the xyz axis, i can rotate each stack but trying to figure out how to transition from rotating a stack up / down to left / right,
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I googled “rubiks cube mechanics” and looked at images - can you use the game physics to rig it like a real one? Otherwise that’s going to be some complicated logic to make a playable cube. The center of each face is fixed, but all the other pieces can move positions - so there’s no way to pre-animate every possible permutation. Your only hope is to simulate the physics, unless you’re a serious logic genius!
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I think you would need to use bolts, try and see if you can find how they are really made
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I wondered about how to do this too. I could be wrong but I think this would only be possible by computing the piece transforms yourself. That'd mean you'd have to somehow track the transform state of each piece as well and I've no idea yet how that can be done besides having several individual variables for each piece. I'd want to store these in some normalised way rather than in scene space co-ordinates, e.g. a x y and z value between 0 and 2 to represent its position in the cube. Then the transforms would be really easy and you'd just need to convert to screen space before making the pieces move. That last part I'm believe you can do but I'm not sure how yet either but I asked in this forum about it earlier.
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bit of a long shot but how about getting colour data from say the middle row, storing all the data for each block, roating 90 and then pushing the stored coloured data to the new blocks, there wont be an animation but the colours would move, makes it easier than moving the thing but then you have to try and count decimals for the win state as each side should have a different number value, e,g the value for yellow in dreams is 0.8 so *9 to get the total value of the side when complete and then calculator to get its equal to, just how would you differentiate between the colours as a few different colours could produce the same number
gonna have a long hard think about this one as alex did say anything is possible in dreams xD -
I really think you should approach this as a physics problem in Dreams rather than a logic one.
The six center pieces would be easy enough to wire up. The tricky bit will be getting the behavior of the other pieces to work in the dreams engine. In a real cube, the 12 edge pieces and 8 corner pieces are held in place by plastic nobs on the inside of the cube that prevent the pieces from popping out, but are not attached to anything.
Try modeling the cube like a real one, making the objects collidable, and see if it works. -
Hi! I made a rubik’s cube In the beta and am still working on it, but you can remix it to see how the logic works.
I made it totally modular and wireless so there’s no need for setting up data constructs to track each piece’s movement. For the mechanics, each piece is a child via bolt of its own rotation cube that sits in the very center of the Rubik’s Cube. The rotation cube is immovable and every position a piece can be in is reachable via rotation centered at the core.
Wireless communication is handled by transmitters (located at the center of rotation for a side) and receivers (located on every piece to communicate interactions from the imp).
Basically a piece, when selected and direction is indicated, tells the transmitter to alert all surrounding pieces to prepare to rotate. Then the selected piece sends a signal to start rotating, which is then sent to all other pieces in the indicated slice.
Again, it may help to look at my cube in test mode to get the idea, but if you need any more help just put a comment on my profile, or here.
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