Use this application to play with the Rubik's Cube online. Hit the Scramble button and try to figure out the solution yourself rotating the faces with the buttons or with your keyboard.
The app is using the open-source Kociemba algorithm to find the solution in 20 steps for any valid scramble. For slower computers the program automatically reduces the computing performance to return a little longer solution.
Start by selecting the most suitable view for you with the little tabs above the cube. The default 3D view can be customized, setting transparent front faces or you can lift the hidden faces. Rotate the cube with the arrows or swiping the screen.
The easiest way is to use the color picker. Select a color on the palette then paste it on the surface of the puzzle. Click more than once on a field to deactivate the color palette and cycle through the colors as you keep clicking the fields of the puzzle.
Do face rotations on the puzzle using the rotation buttons or pressing the corresponding buttons on your keyboard: L, R, U, D, F, B. The capital letters indicate a clockwise rotation of each face: Left, Right, Up, Down, Front, Back. It makes a counterclockwise turn if the letter is followed by an apostrophe.
Execute or play back a scramble algorithm in the allocated input field. Copy-paste the list of letters because the program might execute the rotations as you're typing them directly in the field. Mark reverse rotations with lowercase letters or single quotation marks (').
When the scrambled colors are properly configured and are matching your Rubik's Cube click the Solve command to get the solution. The cube solver will alert you if your configuration is not correct.
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The method presented here divides the cube into layers and you can solve each layer applying a given algorithm not messing up the pieces already in place. You can find a separate page for each one of the seven stages if the description on this page needs further explanation and examples.
Watch the cube being solved layer-by-layer with this method:
It fixes the white edges, corners then flips the cube to solve the second layer and finally completes the yellow face.
Press the Play button to start the animation
If you get stuck or you don't understand something, the online Rubik's Cube solver program will help you quickly fix your puzzle. All you have to do is input your scramble and the program will calculate the steps leading to the solution.
Use this stage to familiarize yourself with the puzzle and see how far you can get without help. This step is relatively intuitive because there are no solved pieces to watch out for. Just practice and don't give up easily. Try move the white edges to their places not messing up the ones already fixed.
In this step we have to arrange the white corner pieces to finish the first face. If you are very persistent and you managed to do the white cross without help then you can try to do this one as well. If you don't have patience I'll give you some clue.
Twist the bottom layer so that one of the white corners is directly under the spot where it's supposed to go on the top layer. Now, do one of the three algorithms according to the orientation of the piece, aka. in which direction the white sticker is facing. If the white corner piece is where it belongs but turned wrong then first you have to pop it out.
Until this point the procedure was pretty straight forward but from now on we have to use algorithms. We can forget the completed white face so let's turn the cube upside down to focus on the unsolved side.
In this step we are completing the first two layers (F2L). There are two symmetric algorithms we have to use in this step. They're called the Right and Left algorithms. These algorithms insert the Up-Front edge piece from the top layer to the middle layer while not messing up the solved white face.
If none of the pieces in the top layer are already lined up like in the images below, then turn the top layer until one of the edge pieces in the top layer matches one of the images below. Then follow the matching algorithm for that orientation.
After making the yellow cross on the top of the cube you have to put the yellow edge pieces on their final places to match the colors of the side center pieces. Switch the front and left yellow edges with the following algorithm:
All pieces are on their right places you just have to orient the yellow corners to finish the puzzle. This proved to be the most confusing step so read the instructions and follow the steps carefully.
Turn the top layer only to move another unsolved yellow piece to the front-right-top corner of the cube and do the same R' D' R D again until this specific piece is ok. Be careful not to move the two bottom layers between the algorithms and never rotate the whole cube!
Rather than a cube solver, in reading this discussion, I kept thinking of combining RGB lights and a cube. Each of 54 cube sides would be a RGB light, such as a neopixel or some such. The Arduino would then create a random legal setup, and the person would have 2 minutes say to solve the cube. If at the end of 2 minutes, the cube is unsolved, the Arduino would sound a buzzer and rearrange the squares. I could imagine a competition where the time gets shorter and shorter. You would need some way to connect the lights and keep track of which cube is where.
I can sort of see where the equation comes from.
There are 8 corner mini-cubes each of which have 3 colors, and there are 12 edge mini-cubes each of which have 2 colors - so that is where the numerator comes from. I am not sure about the denominator.
radman:
There are 8 corner mini-cubes each of which have 3 colors, and there are 12 edge mini-cubes each of which have 2 colors - so that is where the numerator comes from. I am not sure about the denominator.
I see people discussing an RGB LED solution here. I made one a few years back, well sort of. I never really used it as a Rubik's cube (or Rubik's Revenge, as it's a 4x4x4) after all, mostly just a fancy LED lamp. But for the sake of it I did make a Rubik's cube demo for it, but without a solver (you have to solve and scramble it yourself ).
I made a little video of it. It's not completely finished in the video though (actually, it still isn't, programmatically at least). The first part is of some color tests that I still have and occationally use it with, and the last part, which I link here, is the Rubik's Revenge cube test.
I never made a new video of it, but I have a much nicer cover for it now than in the video (made by mowcius on this forum btw). It looks like the attached image except I did cut off the screws and put on domed nuts painted white (I should really put up that picture sometime... time flies and all that).
After building the Pocket Cube Solver I wished to expand upon this design and cater for a conventional 3x3x3 Rubik Cube.In this post I wish to discuss the process I went through in designing and building the solver and visual client alike - taking the learnings garnered from implementing the previous solver.
Along with conventional Layer by Layer approaches that eventually get you to the solved state, there has been much research in the space of producing algorithms that perform this result more efficiently.
With multiple different algorithms available to solve a Rubik Cube, I decided to architect my solution in such a way that could cater for multiple different solvers being plugged in to the same cube represenation - achieved using Rust traits.This would allow me to explore the advantages and disadvantages of each algorithm going forward.I also applied the same level of design to the cube itself, knowing that in each algorithm, certain different aspects of the cube were of concern.
Similar to how I achieved the visualisation for the Pocket Cube, I was able to take advantage of much of the same model of which had been built in that solution.Using a combination of React, Three.js, react-three-fiber and TypeScript I was able to expand upon the 2x2x2 design already built, and add the necessary additional cubies and rotation animation amendments required.I was very pleased with how the previous work completed in building the Pocket Cube could be brought over and expanded upon to increase the scope of this project.
The Rubik's Cube is a 3D combination puzzle invented in 1974[2][3] by Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube,[4] the puzzle was licensed by Rubik to be sold by Pentangle Puzzles in the UK in 1978,[5] and then by Ideal Toy Corp in 1980[6] via businessman Tibor Laczi and Seven Towns founder Tom Kremer.[7] The cube was released internationally in 1980 and became one of the most recognized icons in popular culture. It won the 1980 German Game of the Year special award for Best Puzzle. As of January 2024[update], around 500 million cubes had been sold worldwide,[8][9][10] making it the world's bestselling puzzle game[11][12] and bestselling toy.[13] The Rubik's Cube was inducted into the US National Toy Hall of Fame in 2014.[14]
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