03 / A STEP ALONG W
Translations through the unseen
A translation changes position without changing orientation. In four dimensions, its offset has four components.
p′ = p + t
t = (tₓ, tᵧ, t𝓏, t𝓌)
t = (tₓ, tᵧ, t𝓏, t𝓌)
A new direction around a wall.
A wall can block every route within one slice yet have a finite extent along W. Move outside that extent, pass its side, then return. You have gone around the obstacle in four dimensions.
The slice has a normal.
The game stores four perpendicular basis vectors. Three span the visible slice. The fourth, b₃, is its normal. Translation along the normal changes position by:
p′ = p + δ b₃
After you rotate, b₃ need not match the original global W axis. “Depth” therefore means distance along the current slice normal. The movement controls in later realms follow that local normal.