Geometric Constructions Game with Straightedge and Compass
euclidea.xyz
euclidea.xyz
The above math, plus some graph theory (biconnected components etc.) is what drove D-Cubed's DCM 2D component dated, which powered the sketcher portion of many parametric MCAD systems after D-Cubed's launch by John Owen in 1989. See his paper "Algebraic Solution for Geometry from Dimensional Constraints" referenced on the Siemens PLM site:
https://www.plm.automation.siemens.com/en_us/products/open/d...
The original parametric CAD system, PTC's Pro Engineer (now Creo) predates that (1987) and had it's own numeric (Newton-Raphson) solver. John Owen's innovation of using Galois Theory combined with Graph Theory to solve straightedge and compass configurations was a significant technical advance at the time, and the DCM 2D component ended up powering most sketchers in the industry.
Disclaimer: I worked at D-Cubed 1995-2000.
It might be helpful to provide some background links on compass/straight-edge construction [1] and the famous problem of squaring the circle [2]
[1] https://en.m.wikipedia.org/wiki/Compass-and-straightedge_con...
also from yesterday: https://news.ycombinator.com/item?id=13256222
I like that it uses the concept of Photoshop-style "tools" for drawing points, segments, circles, etc. A very natural digital extension of the physical pencil, straight edge, and compass, with some nice abstractions built on top.
Pretty fun so far though!
edit: So far, I've found two methods to find the center of a circle that they don't like. 5L E7 isn't that bad
>:(
I am drawing two circles, on the two terminal points, with radius as the length of the given line. The intersection of two circles is the third point of the triangle.
[1] : http://i39.photobucket.com/albums/e179/iamcreasy/Screenshot_...
In the smartphone app, to do this right you need to select the circle tool, start at one end point of the line, then drag your finger exactly to the other end point -- it'll "snap" to that, and create a circle through the second end point.
I've found a solution though. The second point that indicates the radius of the circle also snaps to other points. I didn't know that.
So now I can start dragging from one end point of the given line and end on the other point(not eye ball it) to make sure the circle is the exactly that radius.
But I'd say overall it's a great game. It's been my commute puzzler for a while now. Trying to get optimal solutions can get really tricky.
It may be that you are the exception, and that your constructions are correct, but as with compiler errors, the problem is statistically more likely to be in your construction.
I'm sure the devs would love to see a construction that is proven to be correct, but is not recognised by the system. Having a proof is key.
Using the corner at bottom left as centre you've drawn a circle with radius equal to the long side, then you've done the same with the corner at bottom right. That gives you the point above, but closest to, the rectangle. Then you've joined that point to the corner at bottom left and marked the point where it crosses the top line.
There is no reason why the length of the line crossing the rectangle should be equal to the right section of the divided top line. The top line of the rectangle can be moved up and down, and the two line lengths will vary in opposite directions. At some point they'll be equal, but in general they won't, whereas the problem requires that all four sides of the rhombus have equal length.
If that's not clear I can write a longer description with diagrams, but I hope that explains why what you've got isn't a solution, even though it looks good.
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I wonder how difficult it would be to add neusis to the construction techniques in Euclidea or GeoGebra.
You could turn it into a custom tool in GeoGebra if you think that would be helpful.
Also worth noting that you can do angle construction in GeoGebra in other ways (for example, just divide the angle by 3 instead of 2!)
Can anyone shed some light on the technology used to build the game?
So keeping track of exact, algebraic locations of the points is basically equivalent to manipulating exact expressions for roots of polynomials, which is not totally trivial (the tricky bit is simplifying roots of a quadratic equation whose coefficients were given as roots of a previous quadratic equation) but it's the sort of thing Maple and Mathematica have been doing for decades.
Great applause to the devs.
indeed, there is a very cool/enjoyable book called "geometry in figures" which is almost in the same vein.