EXP. 010 — FLAT EDITION
This room has four right angles too few.
Without WebGL the sweep stops at the page itself — two dimensions, no more. The rest are described in the notes.
EXP. 010 · The Tesseract Room
n = 4 · vertices 16 · edges 32
the fourth right angle — drag to rotate where you can't point
The Lab — EXP. 010 · the other half of the ask
A point, swept: a segment. Swept again: a square, a cube — and once more, along an axis this room doesn't own: a tesseract. Drag to rotate it through planes you can't point at. The inner cube isn't inside — it's just farther in w.
EXP. 010 — Notes
The n-cube genealogy, performed: sweep a point and get a segment; sweep the segment, a square; the square, a cube; then the same move once more along a fourth axis perpendicular to all three. What renders is a shadow of a shadow — 4D projected to 3D projected to the screen — and rotation happens in planes rather than around axes, which is why turning in x–w looks like the object pulling itself inside-out. The inner cube isn't inside. It's just farther in w.
Adding a strategic dimension — a channel, a geography, a pricing axis, an AI capability — doesn't replace your business; it makes everything you had one face of a larger object. Competitors studying your 3D shadow can't reconstruct the 4D shape. Dimensionality is a moat that looks like a distraction.
And the reading habit: when a metric looks paradoxical — segments all improve, the total declines — you're usually looking at a projection with an axis missing. Mix shift is a shadow artifact; Simpson's paradox is this room. Find the w before you act on the shadow.
The room has one more direction than you do. Everything you know is still here — it's just a slice now, a face of something patient standing at right angles to your entire world, waiting for you to learn to point.
PHYSICS — raw WebGL2, RGBA8 only, no libraries, single file · all projection in JS (2ⁿ ≤ 16 vertices), edges drawn as screen-space quads + additive glow · seeded opening rotation settles by inertia decay → zero idle frames (visibility-gated) · reduced motion = settled figure, stepper jumps without sweeping · no-GL = designed fallback · zero console errors.