First off, I'd like to note that I've seen the other topic trying to explain this.
I've read over the topic and tried to implement the math, but it doesn't seem to work. I'm probably doing something wrong.
For reference, I'm using C# in the Unity engine. I'm working on a game simmilar to Miegakure, in the fact that you "turn" to face the fourth dimension, seeing it in slices. This means that projecting 4D objects to 3D doesn't work. I need to get 3D Cross-sections.
I already have this working for my actual terrain itself, since it's voxels which makes it easy to change how the mesh generator iterates through the 4D world.
My current problem is non-voxel meshes. I want to have them in my world, for things like the player, and dynamic blocks that move from dimension to dimension (Therefore giving the effect of hypercubes)
In that post, they use some complicated vector math, which I don't think I understand.
So long story short, I just need a slightly better explanation. Does anyone have a link I can steal of an example from 3D>2D slicing, so I can try and extend it to 4D>3D?
Literally any help, even just a re-explanation of that previous post, or someone translating it to actual script, would be nice.
Thanks in advance!