Non-Euclidan Geometry

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Non-Euclidan Geometry

Postby Squinty » Tue Dec 13, 2011 12:58 am

I was making a distance map for Calbuco when I felt kind of weird...

The distance from Danchester to Anita Harbor is 815, but it looks shorter than the 550 from Danchester to Massua .

CalbucoMapDistances.gif
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Did I get something wrong?
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Re: Non-Euclidan Geometry

Postby nicktheh » Tue Dec 13, 2011 3:16 am

nawh, the map isn't to scale or anything :)
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Re: Non-Euclidan Geometry

Postby simpleton » Tue Dec 13, 2011 4:43 am

Even though the routes are almost straight when you view them from the bird's eye view, maybe you need to go uphill and downhill many times in quick successions for the longer trails.

In the case of Danchestor, perhaps you need a submarine to get to the seabed and enter from the entrance deep underground.
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Re: Non-Euclidan Geometry

Postby Scatz » Tue Dec 13, 2011 10:18 am

simpleton wrote:In the case of Danchestor, perhaps you need a submarine to get to the seabed and enter from the entrance deep underground.


Yep: My barque is a convertible - It can be a sailing ship or turn into a submarine at the press of a button.
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Re: Non-Euclidan Geometry

Postby Bob1234567890X » Tue Dec 13, 2011 2:39 pm

barque has swag
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Re: Non-Euclidan Geometry

Postby Sabranth » Tue Dec 13, 2011 3:06 pm

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Re: Non-Euclidan Geometry

Postby Squinty » Tue Dec 13, 2011 10:47 pm

It's more than not to scale, it's impossible. See that triangle that has corners at Massua, Franco Thistle, and Anita Harbor? The sides are roughly 300, 400, 500 making it a 345 isosceles triangle, which makes the angle at Massua roughly 90 degrees. Now Danchesser is 550 from Massua right? So if I draw a circle with a radius of 550 with Massua at the center, Danchesser will be somwhere on that circle. Now Danchesser is also 815 from Anita Harbor, so If I draw a second circle with a radius of 815 with Anita Harbor as the center, Danchesser will have to be where those two circles meet. So what does that look like?
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Re: Non-Euclidan Geometry

Postby neaera » Tue Dec 13, 2011 11:26 pm

Squinty wrote:It's more than not to scale, it's impossible

+1
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Re: Non-Euclidan Geometry

Postby Sabranth » Tue Dec 13, 2011 11:49 pm

Your example assumes everything is on a 2D plane. It could be on a oblong spherical object as viewed from a distance.
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Re: Non-Euclidan Geometry

Postby invictus12 » Wed Dec 14, 2011 10:18 am

It is true...It could be a mountainous terrain. Which raises the question...this is the year 4024...why are we building roads like this? Why not mine into the "mountain" to make a shorter path?
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Re: Non-Euclidan Geometry

Postby Sabranth » Wed Dec 14, 2011 11:51 am

Because when we mine into the mountain the workers keep finding lots of cool items and end up trying to sell them instead of building the road. This problem is avoided by building on the surface. Duh.
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Re: Non-Euclidan Geometry

Postby invictus12 » Wed Dec 14, 2011 12:31 pm

Sabranth wrote:Because when we mine into the mountain the workers keep finding lots of cool items and end up trying to sell them instead of building the road. This problem is avoided by building on the surface. Duh.

Fair enough
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Re: Non-Euclidan Geometry

Postby navan » Wed Dec 14, 2011 1:10 pm

I would like to remind everyone that AH and Massura are islands. By sea it will be fairly straight, so while on land you could talk about the m:-) ountains by sea it's useless. You could think of it that the impossibly long route has reefs to avoid.

Another thought to think on. The eastern border of Colorado is 440km long roughly. Hawaii (The Big Island) is 150km at it's widest and has a 14k foot peak. Even with these in mind it's easy to see any of the servers are on islands the size of USA's larger states.
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Re: Non-Euclidan Geometry

Postby Pit Scavenger » Wed Dec 14, 2011 2:25 pm

Sabranth wrote:Your example assumes everything is on a 2D plane. It could be on a oblong spherical object as viewed from a distance.


I agree. Who is to say that the eruption in Yellowstone which drove us to Mars two thousand years ago didn't also generate divots and dents and twists in space which are difficult to illustrate on a 2D map. =-) Granted, these would have to be very large and localised to create such a sizeable disparity.
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Re: Non-Euclidan Geometry

Postby Bob1234567890X » Wed Dec 14, 2011 2:44 pm

we need an epic orgasm-inducing 3d map
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Re: Non-Euclidan Geometry

Postby Sabranth » Wed Dec 14, 2011 3:38 pm

Bob1234567890X wrote:we need an epic orgasm-inducing 3d map


Wasn't that the point of the bump-mapping technique used to illustrate Laura Croft?
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Re: Non-Euclidan Geometry

Postby Lucifirius » Thu Jun 14, 2012 11:27 am

Pit Scavenger wrote:
Sabranth wrote:Your example assumes everything is on a 2D plane. It could be on a oblong spherical object as viewed from a distance.


I agree. Who is to say that the eruption in Yellowstone which drove us to Mars two thousand years ago didn't also generate divots and dents and twists in space which are difficult to illustrate on a 2D map. =-) Granted, these would have to be very large and localised to create such a sizeable disparity.


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Re: Non-Euclidan Geometry

Postby Japhet » Fri Jun 15, 2012 2:22 am

neaera wrote:
Squinty wrote:It's more than not to scale, it's impossible

+1

btw, I believe I addressed the OP's concern when I slowed the vehicles down and changed the route lengths.
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Re: Non-Euclidan Geometry

Postby Elliot » Fri Jun 15, 2012 7:12 am

Japhet wrote:
neaera wrote:
Squinty wrote:It's more than not to scale, it's impossible

+1

btw, I believe I addressed the OP's concern when I slowed the vehicles down and changed the route lengths.


Nah its okay I loved the impossible routes... now can I have the Things speed back? Can I? Can I? :D
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