Been playing a bit with Kim's dice.

Started wondering how many (physical) alignments (limited to right angles) a die can have.

From an RL view it's simple. There are six sides that can be up, and for each of these there are four sides that can be on front. So, 24 combinations.

From a VR viewpoint, though, there are three axes that can have four rotations. So, 64 combinations.

Obviously the second set (seen above) contains some visual duplicates. Shouldn't take too long to find them. The question is what to do with them.

Technical stuff: The scene was compiled with ISL from a source file generated by a Basic program. After adjusting the camera position I added a standard lightball and decided not to bother with a floor.

If you wonder about the positioning, ground zero is in the middle of the field, and each cube's X and Y rotation is proportional to its distance from the base line. The Z rotation determines which quadrant each die is in.

It's probably easier to just show you the program code. This is inside three nested loops. (x = 0 to 3 and so on)

xm=1:ym=1

if z>1 then ym=-1

if z=0 or z=2 then xm=-1

px=(x*150+75)*xm:py=(y*150+75)*ym

ax=x*90:ay=y*90:az=z*90Probably some more elegant way to do the if Z bits, but it worked...

(For the record, die is singular, dice is plural. Dices is a whole lot of'em.