Hilbert curve + rolling cube
Technical detail I feel like sharing: it seems to be only the second time that for animation's implementation I keep track of the rotated vectors that are initially (1,0,0),(0,1,0),(0,0,1). I mean that I don't want to apply all rotations from the start of the path each time I want to draw a cube, so I use that. It seems to be related to the topic of quaternions. I got some code from somewhere that enables to do Processing's correct rotateX/Y/Z to the cube from the rotated basis.
@bleuje that sounds like a 3x3 rotation matrix where each column directly corresponds to the basis transformation for the X,Y,Z axis respectively. And quaternions are just a more compact representation of a 3x3 (rotation-only) matrix.
@sprig nice, thankjs for the reply and insight! I think I got the connection with quaternion keyword when @ylegall explained to me how he was handling such situations in Houdini
@sprig @bleuje *unit quaternions, not just any quaternion

@bleuje Nice! Did you know that there are related curves that end in the center of a side, or in the center of the square, or in some other configurations? They can even be pieced together.

This paper has some:
Ye, Liu - An Iterated Function System based Method to
Generate Hilbert-type Space-filling Curves
https://doi.org/10.5815/ijitcs.2015.12.02

@bleuje if they were number as if a standard due with pips, and all stated in the same orientation, with a 1 on top, would the pattern ever iterate where each die had a one on top again?

Someone has to have done the math on this. Especially if the pattern is non random.

@bleuje Shifting Sand Land on hard mode.
@bleuje I need to make this my screen saver now. Very soothing. #ActuallyAutistic
@bleuje its just fast enough that when a cube moves i cant read a number. so its a interesting game to try and figure out what number was in a spot before a cube moved.