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Hyperspeedcube

Hyperspeedcube logo

Hyperspeedcube is a modern, beginner-friendly 3D and 4D Rubik’s cube simulator with customizable mouse and keyboard controls and advanced features for speedsolving. It’s been used to break numerous speedsolving records and runs on all major operating systems plus the web.

Try it online!

If you’re new to hypercubing, check out hypercubing.xyz, the Hypercubing community website, which I also help maintain.

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Download the latest version:

Or see instructions to build from source

Help

See Hyperspeedcube - Troubleshooting.

Screenshots

Click for full resolution.

3x3x3x3 with the far cell mid-twist 3x3x3x3 near the end of F2L-b with many tools and settings windows open Solved 2x2x2 3x3x3 superflip 3x3x3x3 with the back cell mid-twist Solved 3x3x3x3 with 2c pieces highlighted and stickers on the same piece connected

Features

How to use

Hyperspeedcube has completely customizable mouse and keyboard controls. By default:

The keyboard controls for the 3D Rubik’s cube are mostly based on Ryan Heise’s speedcube simulator.

For instructions on how to use or customize the keybinds, see this video tutorial.

For instructions on how to use piece filters, see this video tutorial.

Future plans

I am currently (as of mid 2024) working on Hyperspeedcube 2.0, which will vastly expand the capabilities of Hyperspeedcube’s puzzle engine and overhaul the UI to be more powerful and more intuitive.

New puzzle engine status: complete enough

The new puzzle engine is almost completely implemented. Puzzles are defined using a Lua API, and can be reloaded in seconds. Puzzles from 3D to 7D can be rendered, although there are only mouse controls available for 3D and 4D puzzles. Puzzles are defined using (hyper)planar cuts and must be doctrinaire. This is sufficient to simulate nearly every 4D+ twisty puzzle we are currently aware of and many more. Once macros and mouse controls for higher-dimensional pickles are added, Hyperspeedcube 2 will make Magic Cube 4D, Magic Cube 5D, Magic Cube 7D, Magic Puzzle Ultimate, and Magic Simplex 5D complete obsolete. Special support for the facet-turning 120-cell puzzle will make Magic 120 Cell obsolete, and the addition of more puzzles (particularly jumbling puzzles) will eventually make pCubes obsolete.

See this GitHub issue for a list of puzzles that are currently planned. Many more will be added after 2.0 is released and as the puzzle engine gains new capabilities.

With further modification, this new puzzle engine will also be able to support features never before seen in higher-dimensional puzzles, including bandaging, jumbling, certain nonplanar cuts, puzzle generators (e.g., P×Q×R×S hypercuboid generator), and multiple cores (e.g., corner-turning cuboids).

I also intend to add a tiling engine, which will support everything in MagicTile as well as puzzles on non-regular tilings. I’m still investigating what this would look like, and what the limits would be. Support for Geraniums Pot puzzles is also tentatively planned.

Overhauled UI status: in progress

Colors status: complete

The new color customization UI is complete. It supports built-in and user-defined color sets for each shape and a customizable global color palette.

FTO and 3x3x3, with many FTO color schemes listed on the right and a list of many colors on the left, organized into sets of various sizes, with a color picker open on one of them

Keybinds status: not started

The keybind sets system in Hyperspeedcube 1 is complex and unintuitive. I have plans for a system involving modes that will have just one list of keybinds organized into collapsible sections, and each section may be active in some subset of modes. Keybinds will be shared between puzzles with similar twist sets, even if the shapes are different; for example, a face-turning cube and corner-turning octahedron would share the same keybinds.

Piece filters status: complete

The new piece filters UI is complete. It is more powerful and easier to learn than the piece filters in Hyperspeedcube 1, with the following features:

14x14x14, with corners and most centers visible, but edges, wings, and a few centers hidden; on the right is a tree of piece types, each with a checkbox that is empty for visible piece types and contains an 'X' for hidden piece types 3x3x3, with some pieces completely opaque, some pieces transparent, and some pieces completely hidden; on the left is a text box and a set of checkboxes controlling the filters

While text-based filters are more expressive than the checkboxes, both systems are capable of creating the same filter views.

These features are desired for the future, but there are currently unresolved questions preventing their implementation:

Other features

There are other oft-requested features that will become even more important with the new variety of puzzles. I don’t expect all of these to make it into the first release of Hyperspeedcube 2, but I intend to implement all of them eventually:

Following development

I’ll be posting updates in the Hyperspeedcube 2.0 Development Updates thread in #hyper-forum on the Hypercubers Discord server . Once Hyperspeedcube 2.0 is ready for general use, I will ping the @Hyperspeedcube Update role (and possibly @everyone). If you’d like to support me monetarily and get access to early builds, you can support me on Ko-fi. Any builds I provide on Ko-fi will also be available by building from source on GitHub, and once a stable version is ready and has been beta-tested by my Ko-fi supporters, it will be available to download for everyone, for free.

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