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Planned puzzles masterlist #55
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Deeper face-turning dodecahedra: pyraminx crystal, (curvy) starminx, (master) pentultimate |
N-layer skewb generator |
"Trojber's" 16 cell (3^4 shape mod, vertex turning 16 cell) |
120-cell seems like a gaping omission. Or are its 120 grips too much for "few enough axes that we can reasonably name all the twists"? |
Good point! I've just added FT 120 to the shortlist |
N-layer icosamate/astrominx generator |
If we have FTO we might as well have cubeoctahedron as well (but that may be slightly too obscure?) |
I'm not sure it needs an Astrominx generator in that sense. What I meant was the mf8 Astrominx, also called Regular Astrominx, which is the 3-layer version of the Icosamate. |
Tuttminx generator |
Facet-turning 24 cell for the record |
antiprism generator |
F-skewb (could be made N-layer, as far I know that has never been done) |
Postponing Cheese because we want a general cheese generator, and some cheeses jumble. (e.g., octagonal 2-layer cheese has two 2^3s at a 45-degree angle) |
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https://twistypuzzles.com/app/museum/museum_showitem.php?pkey=3784 https://youtu.be/gZRgOm0U3Wg?si=MHTzjssNbvCZTEl2 N-Layer Okki Gem Generator (tho as previously discussed, I am aware that puzzles like this would not be planned for 2.0) |
I've added checkboxes for the tasks remaining for all the must-have puzzles & generators. Notation, twists directions, and metadata & tags require more HSC features, but the rest can be checked off before then. Once a puzzle is totally done, its version in the Lua file should be set to |
Hi, Any progress on For now, I don't have a clear picture on how to do it, but I have read through wikipedia: 24-cell and 24-cell related threads in MC4D Archive, so at least the geometry is not alien to me. Finally, some background of me:
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@NonerKao I'm glad you'd like to contribute! I have excellent news: the FT 24-cell is already implemented, and you can play with it on the v2.0 branch, although there's no way to scramble or save progress so I wouldn't recommend solving it. All the puzzles are written in Lua. The API documentation is here, and should be very nearly up-to-date. The FT 24-cell is already implemented in this file. Here's what's left to be done:
1, 2, and 3 are things you can do now if you would like to. 4 and 5 are things I will do as part of updating all the puzzle files once the Rust side is complete. Piece types in particular are something that almost all of the current puzzles are missing, and would be very helpful. The relevant docs are here. Most of the work at this stage in development is in Rust, and I have strong feelings about how it should be implemented. The good news is that individual puzzles are very straightforward to implement, and I plan to add more tools to make it as easy as possible. The hardest part is naming the colors, twist axes, and piece types. |
Closing this issue in favor of #74 |
If you would like to see a puzzle added that is not listed here, add a comment on this issue.
At this time, I am only accepting puzzles that are ≤5D and can be built and simulated using current features. That means:
I will check off puzzles in this list once their production-ready implementation is merged into the
v2.0
branch.Must-have for v2.0
This is the list of puzzles that I know people will want in v2.0 and have minimal complications. Namely: they are all doctrinaire, have few enough axes that we can reasonably name all the twists, and exist in 3D or 4D.
3D
4D
Shortlist
These puzzles will be possible to implement in v2.0 but have lower priority. They will be added as they are implemented.
3D
4D
5D
These are waiting on #54
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