A note on cantr geography

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west
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A note on cantr geography

Postby west » Mon Dec 18, 2006 11:54 am

This was originally written in response to this thread in Rejected Suggestions, but I thought it was of general enough interest (hopefully) to merit its own discussion where people would actually read it.

dryn wrote:
kinvoya wrote:You can sail around the world north to south on a sphere, too, right? I never understood this torus thing.


You are right. The difference is that if several people were to start at various points on the earth, then head directly north, they would get closer together.


Another difference is that after a certain point the only direction to go would be south; on cantr, you can start out at any latitude or longitute (if such things exist) and sail due north and you will still be sailing north when you reach your original position (assuming no lands in the way, etc). Also, if two ships sail due north next to each other (again assuming no lands in the way) their paths will never intersect.

A torus is the only way to map this kind of double-wrapping 2-dimensional space onto a 3-dimensional object, but even on a torus there'd be a "northernmost" latitude and a "southernmost", although whether those would be on the "top" and "bottom" of the donut or on the "outside" and "inside" would be a matter of arbitration.

Side note: the cardinal directions as such aren't much use in cantr, completely aside from west-being-up only being possible because cantr is NOT a sphere. A spheroid planet rotates on an axis; north and south are derived as towards the termini of the axis whereas east and west are along the rotation. (this isn't an ACTUAL 'axis' as such, just an imaginary line drawn at the center of rotation) Thus whether north or south is up is a matter of convention; not all Earth cultures have equated north with up. Usually only the Northern-Hemisphere cultures did.

On that note, directions in cantr don't exactly correlate to cardinal directions (towards and away from the axis' termini, to and fro on the rotational side, etc) because cantr doesn't, as far as we know, rotate or indeed have an axis around which it rotates. So "north" and "south" and "east" and "west" in cantr aren't the same thing as on Earth; they're really just different terms for "this way", "the opposite direction", "that way" and "the opposite of that way."

You can return to your starting point, going in any direction, without the "cardinal" direction changing. This is not a problem east-west, as mentioned before, because you can certainly go west forever without ever going east (because "east" and "west" don't have terminal points on a sphere - there is no East Pole or West Pole), but it is a problem going north-south, because as mentioned before, cantr's world has no discernable axes. At no point, traveling north, do you suddenly start going south. (at least not according to cantr's navigational mechanics.)

In conclusion, then, the north-south-east-west paradigm is not geographically useful when dealing with large amounts of cantr's world map.

0, 90, 180, and 270 are more useful directors, if a bit prosaic. I hereby welcome suggestions (in a non-official capacity, of course) for new direction-names for the cardinal (and thus I suppose the ordinal) directions.
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Postby N-Aldwitch » Mon Dec 18, 2006 12:18 pm

Nice article.

Err- though- what IS there to replace 90, 180 etc? or south/east etc for that matter???
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Postby west » Mon Dec 18, 2006 12:20 pm

N-Aldwitch wrote:Nice article.

Err- though- what IS there to replace 90, 180 etc? or south/east etc for that matter???


That's my question!
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Postby SekoETC » Mon Dec 18, 2006 12:40 pm

On the inner rim of the torus, people would live in eternal shadow or at least twilight because of the other side blocking the (assumed) sun.
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Postby west » Mon Dec 18, 2006 12:59 pm

SekoETC wrote:On the inner rim of the torus, people would live in eternal shadow or at least twilight because of the other side blocking the (assumed) sun.


Assume cantr is in fact a torus-shaped planetoid which rotates around a fixed center (an axis going through the center of the "donut hole") and revolves around a sun-like star.

Since a day is 24 hours but a year is 20 days, cantr rotates on its axis once every 24 hours and makes a complete journey around the sun once every twenty days.

Assume an axis tilted from the plane of rotation at approximately earth-norm (that is, 23 degrees) and that the world rotates on this axis smoothly, not wobbly-like (that's the scientific term).

On cantr, like Earth, then, depending what part of its orbit the planetoid is at, either the northern or southern hemi-torus will be pointed towards the sun. This creates a change of seasons similar to the Earth's, and further the "midnight sun" associated with earth's poles; wherein the polar regions tilted toward to the sun (that is, during summer) receive 18+ hours of daylight while the opposite (winter) pole receives the equivalent amount of darkness.

However, this phenomenon would not be nearly so long-lived as earth's, as cantr's orbits are only 20 days long. Thus the amount of time between solstice and equinox is 5 days, and the time between aphelion and perihelion is 10 days. Thus, each polar region would get (at a rough estimate) 2 days of total darkness and 2 days of constant daylight per year. Not bad at all.
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Postby formerly known as hf » Mon Dec 18, 2006 3:48 pm

The Cantr world cannot exist in three dimensions.

Take a plain piece of paper (the Cantr 2d map) and try to wrap it so that the top and bottom sides touch and the left and right.

It is not possible without curvature or overlap - neither of which exist on the Cantr map.

A torus is a good way of imagining the Canmtr world in 3d - but it is not accurate.



Anyway, back on topic.

North and South on our spherical world are directions in relation to a moving or fixed point and two other fixed points (The poles). East and West being perpendicular to those fixed points.

North and south on the Cantr world are in relation to only one point, or, rather, the direction of motion of that point. Thus, the 0, 90, 180, 275 notations of direction are more applicable to this form.


An interesting form of navigation, which I expect will become much more prevalent once navigation tools which provide co-ordinates relative to fixed location (the location the navigation instruments were built - see suggestion thread), will be directiolns in relation to fixed locations. We may soon be using 'Kwor-wards' or 'Blojt-wards'...
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Postby Jos Elkink » Mon Dec 18, 2006 4:35 pm

formerly known as hf wrote:neither of which exist on the Cantr map.


How do you know? :)

formerly known as hf wrote:We may soon be using 'Kwor-wards' or 'Blojt-wards'...


That's an interesting answer to the question :) ...
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Postby Bowser » Mon Dec 18, 2006 11:51 pm

I like to think of the Cantr map as the video game Asteroid Map
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Postby Jos Elkink » Wed Dec 20, 2006 1:02 am

And what is that map like?
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Postby Surly » Wed Dec 20, 2006 1:10 am

It's like the Cantr map, in Bowser's mind.
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Postby Bowser » Wed Dec 20, 2006 1:35 am

Jos Elkink wrote:And what is that map like?


Imagine a square video game monitor and you are flying a small ship around. If you fly off the bottom of the screen, you appear at the top. If you fly off the left side, you end up on the right.
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Postby Surly » Wed Dec 20, 2006 1:37 am

To be honest, I always thought of it like Bowser...
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Postby Jos Elkink » Wed Dec 20, 2006 1:43 am

Bowser wrote:Imagine a square video game monitor and you are flying a small ship around. If you fly off the bottom of the screen, you appear at the top. If you fly off the left side, you end up on the right.


Duh - that's is obviously how Cantr works. I thought that was obvious by now :) ... What West is talking about is what the implications are in a 3D version of exactly that ...
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Postby Phalynx » Wed Dec 20, 2006 7:30 am

Why on earth would there need to be a 3d representation of cantr...

I no it will seem a little nerdy for me to use this example but discworld doesn't feel the need to apply such logic...

In every other circumstance in cantr the universal laws of physics seem very very flexible, so why not this!
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Postby DELGRAD » Wed Dec 20, 2006 8:46 am

I have always thought of it as the civilization series. Except not north and south, but same applies in any direction.

If anyone is still not knowing of a torus. Well simple think of cantr as a doughnut. No matter what way you travel in a strait line you will come back to where you started.

I understood no more thana few seconds after I read the fold a sheet of parer into a tube then fold the tubes to each other. I have the idea, but just can not explain it as well.


I say Cantr does not need 3D. It would kill the atmosphere of the game.


BTW formerly known as hf, overlap and curvature are relative. None of my characters have seen a bump in the road where it "overlaps"

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