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Same rules as the 2D chaos game, just with the vertices of a polyhedron instead of a polygon: drop a point, then repeatedly move it some fraction (ratio) of the way toward a random vertex. At ratio = 0.5 a tetrahedron's four vertices produce the 3D analog of the Sierpinski triangle, the Sierpinski tetrahedron — four shrunken copies of the whole shape, one pinned to each corner, hollowing out the middle at every scale.
Unlike the 2D page, this one doesn't jump ratio to the value where neighboring copies touch corner-to-corner — working that out in 3D depends on the specific polyhedron's geometry (how its faces, not just its vertices, meet), not a single formula shared by every shape the way the regular-polygon case was. Nudge ratio by hand instead and watch the structure open up or overlap.
The five Platonic solids (Tetrahedron through Icosahedron) are computed directly from their
well-known coordinate formulas — simple sign combinations of one or two numbers, optionally involving
the golden ratio φ. The thirteen Archimedean solids use the same vertex coordinates as
the Polyhedra page's existing .wrl files instead: several of them
(the snub forms especially) don't have a simple closed-form formula — their coordinates come from
numerically solving a cubic equation — so reusing already-verified data beat re-deriving them by hand.
Rendered by the same point-cloud renderer as the 3D IFS and Lorenz Attractor pages, including its "color by vertex" categorical coloring — the exact 3D counterpart of the 2D chaos game's own color by vertex checkbox.
The whole page was created with Claude Code. These were the most significant prompts that shaped this page:
.wrl coordinate files where the vertex coordinates
can't be derived directly; compute the five Platonic solids from their known formulas instead.