HyperDimension Chess
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HDC Handbook

Views & Controls

Last updated: June 1, 2026

HDC shows the same game state through multiple views. The BoardView is the left 2D board view and the precise input area. The CubeView is the right 3D view of the cube and supports spatial orientation.

Changing views never changes the position itself. It only changes which slice or perspective you are currently looking at.

Interface overview

The overview shows the six main areas of the game interface. The numbered markers in the image are explained below.

Wide HDC game interface with marked areas for InfoPad, BoardView, CubeView, GamePad, ControlPad, and Menu
Wide layout: InfoPad, BoardView, CubeView, GamePad, ControlPad, and Menu are visible at the same time.
  1. Pos. 1 InfoPad: status, captured pieces, move list, messages, and optional text move input.
  2. Pos. 2 BoardView: left 2D board view and primary area for move execution.
  3. Pos. 3 CubeView: right 3D view of the full cube.
  4. Pos. 4 GamePad: quick game actions such as Undo, Redo, and AI main actions.
  5. Pos. 5 ControlPad: switches BoardView slices and gives access to CubeView / AI controls.
  6. Pos. 6 Menu: access to Game, Help, AI, Appearance, and Settings.

BoardView, CubeView, and modes

The BoardView shows a flat slice through the 3D cube. The CubeView shows the same position spatially. For precise input, the BoardView remains the key area.

Example of the BoardView in FileView mode with the same position in the CubeView
Example: The BoardView can show not only a layer but also a file slice. The CubeView remains the spatial reference.
  • LayerView: Z is fixed; the view shows file Γ— rank.
  • FileView: X is fixed; the view shows rank Γ— layer.
  • RankView: Y is fixed; the view shows file Γ— layer. This mode is planned and is not described here as an active feature.

The axes stay simple: X = file, Y = rank, Z = layer.

Selection Preview: reading the markers

When you select a piece in the BoardView, HDC shows a preview of possible targets, capture targets, and squares covered by the opponent. This preview does not change the position. A move is made only when you choose a target in the BoardView. Selection Preview is not AI analysis.

BoardView with selected piece, target markers, capture target, and yellow covered-square markers
BoardView: green marks the selected piece, blue markers show possible targets, the red frame marks a capture target, and yellow marks squares covered by the opponent.
CubeView with the same Selection Preview across multiple layers
CubeView: the same preview becomes spatial, helping you read relationships between layers.
Selected piece with green frame
SelectedThe piece is active and its targets are being shown.
Blue target marker on an empty square
Empty targetThis square can be reached without a capture.
Red frame around an opposing target square
Capture targetAn opposing piece is standing on this target square.
Blue target marker with a yellow square for a square covered by the opponent
Covered squareThe yellow square means: this square is covered/controlled by an opposing piece.

Narrow and wide

Wide shows BoardView and CubeView side by side. Narrow focuses either BoardView or CubeView so controls remain readable on smaller screens.

Narrow layout with the BoardView focused on an iPhone-like screen
Narrow: BoardView focused for precise input.
Narrow layout with the CubeView focused on an iPhone-like screen
Narrow: CubeView focused for spatial checking.

InfoPad

The InfoPad groups information about the current game. Its panel order stays stable.

InfoPad Status panel
IP1 StatusCurrent game state, side to move, and compact position information.
InfoPad Captures panel
IP2 CapturesCaptured pieces and material overview.
InfoPad Moves panel
IP3 MovesCompact move list for the game.
InfoPad Messages panel
IP4 MessagesHints, errors, and events during the game.

IP5 Move Input is optional and appears only when text move input is enabled.

GamePad

GamePad with markers GP1 through GP6
GamePad: GP1 side to move, GP2 message, GP3 Undo, GP4 Redo, GP5 Play Now, GP6 Execute Best Move So Far.
  • GP1 / GP2: show whose turn it is and which message currently matters.
  • GP3 / GP4: Undo and Redo.
  • GP5: dynamic AI main action, for example Play Now.
  • GP6: executes the current stable best AI move when one is available.

ControlPad

ControlPad with markers CP1 through CP8
ControlPad: CP1/CP2 Layer, CP3/CP4 File, CP5 BoardSwitch, CP6 CubeView, CP7 AI Menu, CP8 CubeReset.
  • CP1 / CP2: switch Layer I–VIII.
  • CP3 / CP4: switch File A–H.
  • CP5: switch the BoardView mode.
  • CP6: open or focus the CubeView.
  • CP7: open the AI menu.
  • CP8: reset the CubeView camera.

LayerView and FileView are currently relevant. RankView remains planned.

Menu

The menu groups functions that do not need to be visible as large buttons all the time. GamePad and ControlPad remain responsible for the running game; the menu leads to game management, help, AI, appearance, and settings.

A good control routine

  1. choose the right BoardView mode and slice, usually LayerView first,
  2. select the piece in the BoardView,
  3. read the markers and switch slices if needed,
  4. check the position spatially in the CubeView,
  5. execute the move in the BoardView.

Common misunderstandings

β€œI can see the target in the cube, so I can click it there.”

No. The CubeView shows the position spatially, but moves are executed through the BoardView.

β€œIf I switch layers, the position changes.”

No. Only the visible slice changes.

β€œRankView is already an active control feature.”

Not in this documentation. RankView is planned and will only be described as active once it is visibly implemented.

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