Magic cube classes Perfect magic cube. Nasik; A. H. Frost (1866) referred to all but the simple magic cube as Nasik!<br> C. Planck (1905) redefined "Nasik" to mean magic hypercubes of any order or dimension in which all possible lines summed correctly.<br> i.e. Nasik is a preferred alternate, and less ambiguous term for the "perfect" class.<br>Minimum correct summations required = 13"m". All pan-"r"-agonals sum correctly for "r" = 1, 2 and 3. Alternate Perfect Note that the above is a relatively new definition of "perfect". Until about 1995 there was much confusion about what constituted a "perfect" magic cube (see the discussion under
Cube 2: Sauerbraten Marching cube, which are referred to as a "cube", where each edge of this cube can be lengthened or shortened to deform the cube into a variety of other shapes. Corners of cubes can also be "pushed" or "pulled" to create crude curves. The what you see is what you get realtime editing has enabled level designers to add a lot of detail to maps, while reducing the time spent on actual creation. This is in contrast to traditional modern polygon soup 3D engines which take a model generated as an essentially random batch of triangles from an external modelling