Astra
Giza
Corner Points












...funny little math thing...
between G1 (440) and G2 (411)
...during the process of creating...
...the object group for the points...
...i started with a brand new model...
blank except for the 9 main pyramids...
started with G1... all numbers being 0 or 220
(dots with 2 unit diameters, group size = 442)
n when just copying the dots from the G1 group
so that i wouldn't hafta start all over for G2
(just copy the group, and reposition over G2)
and resizing the whole group to 413 (411+1)
i noticed their positions were off by 0.07
that's the proportion of 440 to 411
...or... more precisely, 442 to 413
...and for the individual objects...
...2 cubit diameters down to 1.87...
from 2 that's 0.13 ...plus .07 = 0.2
white dot ( -433.00 , -470.00 ); 2.00 cubits diameter
green dot ( -432.93 , -469.93 ); 1.87 cubits diameter
so i thought i would see how G3
is displaced, proportionally...
but, from both G1 and G2 groups
... G2-G3 411 to 201.50
dot group 413 to 203.50
... G1-G3 440 to 201.50
dot group 442 to 203.50
unrotated G3ne dots... repositioned to G3 accordingly, resized from
G1 group ( -995.46 , -1309.96 ); 0.92 cubits diameter, off by 0.51
G2 group ( -995.49 , -1309.99 ); 0.99 cubits diameter, off by 0.54
the rotated G3 dots, however... once resized properly, center thusly
.. G3ne = ( -995.51 , -1310.99 ) = 1 cubit off, exactly from G2 axis
at that 0.28 rotation
...resizing my dots...
to 1.4 cubit diameters
...gives them a vesica
relationship... thusly
anyways... that's just
the math they're using
those circles
those positions
0.7 common radius
...as new objects...
i moved them up to 1111
elevation, temporarily...
to select them more easily
(the wireframe is the same)
brought back down to
ground level, though
...and they're making
an interesting design
that's as thin as i can make them, too
...the smallest difference in height...
they're all at 0 elevation
incrementally 0.01 thicker
starting at 0.03 for G3ne
the big bright green dot
figuring the angle for their
rotation... to each other...
G3ne1 ( -996.00 , -1310.50 )
.mid. ( -995.75 , -1310.75 )
G3ne  ( -995.51 , -1310.99 )
hundredths being the limit 
of my available accuracy
and the angle between them
rounds off, to that, also
-44.28 ...approximately
...and it can get...
a little confusing...
in composite wireframe
...but, notice how...
the 16 sided polygons
for circular objects
...are interacting...
the object
known as...
...Cube 1...
the red line...
selected, above...
and textured, below...
being the vesica radius
for these 2 G3ne points...
...between the real corner,
and the unrotated reckoning
and now i wonder if i put
a 3rd vesica disc in there
where that center might be
if it has anything to do
with those other dots...
calculating for
the 3rd circle:
clueless
n hassle
y'know what ?
i'm jus gonna
eyeball it...
...i'm already at
maximum zoom, tho
for 2 cubit discs
...anyways, it was... really...
...obvious, what it should be...
circle 3 = ( -995.33 , -1310.33 )
thing o beauty
...no idea...
what it means
somebody throw
some math at me






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