Hyperspace in the context of "N-dimensional space"

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⭐ Core Definition: Hyperspace

In science fiction, hyperspace (also known as nulspace, subspace, overspace, jumpspace and similar terms) is a concept relating to higher dimensions as well as parallel universes and a faster-than-light (FTL) method of interstellar travel. In its original meaning, the term hyperspace was simply a synonym for higher-dimensional space. This usage was most common in 19th-century textbooks and is still occasionally found in academic and popular science texts, for example, Hyperspace (1994). Its science fiction usage originated in the magazine Amazing Stories Quarterly in 1931 and within several decades it became one of the most popular tropes of science fiction, popularized by its use in the works of authors such as Isaac Asimov and E. C. Tubb, and media franchises such as Star Wars.

One of the main reasons for the concept's popularity in science fiction is the impossibility of faster-than-light travel in ordinary physical space, which hyperspace allows writers to bypass. In most works, hyperspace is described as a higher dimension through which the shape of three-dimensional space can be distorted to bring distant points close to each other, similar to the concept of a wormhole; or a shortcut-enabling parallel universe that can be travelled through. Usually it can be traversed – the process often known as "jumping" – through a gadget known as a "hyperdrive"; rubber science is sometimes used to explain it. Many works rely on hyperspace as a convenient background tool enabling FTL travel necessary for the plot, with a small minority making it a central element in their storytelling. While most often used in the context of interstellar travel, a minority of works focus on other plot points, such as the inhabitants of hyperspace, hyperspace as an energy source, or even hyperspace as the afterlife.

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Hyperspace in the context of Dimension

In physics and mathematics, the dimension of a mathematical space (or object) is informally defined as the minimum number of coordinates needed to specify any point within it. Thus, a line has a dimension of one (1D) because only one coordinate is needed to specify a point on it – for example, the point at 5 on a number line. A surface, such as the boundary of a cylinder or sphere, has a dimension of two (2D) because two coordinates are needed to specify a point on it – for example, both a latitude and longitude are required to locate a point on the surface of a sphere. A two-dimensional Euclidean space is a two-dimensional space on the plane. The inside of a cube, a cylinder or a sphere is three-dimensional (3D) because three coordinates are needed to locate a point within these spaces.

In classical mechanics, space and time are different categories and refer to absolute space and time. That conception of the world is a four-dimensional space but not the one that was found necessary to describe electromagnetism. The four dimensions (4D) of spacetime consist of events that are not absolutely defined spatially and temporally, but rather are known relative to the motion of an observer. Minkowski space first approximates the universe without gravity; the pseudo-Riemannian manifolds of general relativity describe spacetime with matter and gravity. 10 dimensions are used to describe superstring theory (6D hyperspace + 4D), 11 dimensions can describe supergravity and M-theory (7D hyperspace + 4D), and the state-space of quantum mechanics is an infinite-dimensional function space.

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Hyperspace in the context of Spacewar!

Spacewar! is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. After its initial creation, Spacewar! was expanded further by other students and employees of universities in the area, including Dan Edwards and Peter Samson. It was also spread to many of the few dozen installations of the PDP-1 computer, making Spacewar! the first known video game to be played at multiple computer installations.

The game features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players. Each ship has limited weaponry and fuel for maneuvering, and the ships remain in motion even when the player is not accelerating. Flying near the star to provide a gravity assist was a common tactic. Ships are destroyed when they collide with a torpedo, the star, or each other. At any time, the player can engage a hyperspace feature to move to a new and random location on the screen, though in some versions each use has an increasing chance of destroying the ship instead. The game was initially controlled with switches on the PDP-1, though Bob Saunders built an early gamepad to reduce the difficulty and awkwardness of controlling the game.

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