# Message #2265

From: schuma <mananself@gmail.com>

Subject: Re: Regular abstract polytopes based on {5,3,4} and {4,3,5}

Date: Wed, 13 Jun 2012 05:51:59 -0000

Thanks. I’ve added Z-ordering to correctly draw the edges. I just copied some code from the 5-tetrahedral compound.

For some reason I forgot about {3,5,3}. Maybe it’s because I’ve made an 11-cell. I’ll try to include it into this applet to make it "complete", in the sense that it includes all the regular honeycombs of H3 with finite cells and vertex figures.

At some point I’ll write down the coordinates of these things to document them.

Nan

— In 4D_Cubing@yahoogroups.com, Roice Nelson <roice3@…> wrote:

>

> Really nice Nan. It’s instructive to be able to switch between these three

> honeycombs. It’s a great applet, which I’ll definitely share with

> others as I have the chance!

>

> Of these three, I think I’d most like to see a puzzle based on the {4,3,5}

> - perhaps with topological rather than purely geometric slicing, done in a

> way to make it feel MC4D-like.

>

> There’s only one suggestion I have. Some of the thick lines can be covered

> by thin lines behind them, so it seems there is a z-ordering problem. In

> OpenGL, the depth buffer does all the work for you, but I don’t imagine the

> drawing framework you are working with has something like this. It can be

> a difficult problem, and you may decide it’s not worth the effort to

> address, but I thought I’d mention it.

>

> Best,

> Roice

>

> On Tue, Jun 12, 2012 at 1:04 PM, schuma <mananself@…> wrote:

>

> > Hi,

> >

> > {4,3,5} and {5,3,5} are online now, at the same address:

> >

> > http://people.bu.edu/nanma/InsideH3/H3.html

> >

> > These two honeycombs with the icosahedral vertex figure seems less

> > intuitive than {5,3,4}.

> >

> > Nan

> >

> >

>