Formula at 11:25 should have a 2 in front of arctan.
@vpatryshev4 күн бұрын
There's my patent application for games on a torus and a Klein bottle. Somehow USPTO refised to accept it.
@markusklyver62779 күн бұрын
Shouldn't the formula for the angular diameter be arcsin instead of arctan?
@markusklyver62779 күн бұрын
The curve shown at @2:59 is NOT a geodesic.
@RAWDEAL06410 күн бұрын
Just watched non-euclidean DOOM, and this was the next suggested video.
@sunnymon143610 күн бұрын
Marathon 2 had a level titled 5D space in 1995. You can still see a clip of it at 9WxeeiqWrn4
@nickgirdwood308210 күн бұрын
Non what?
@pyropulseIXXI10 күн бұрын
The shortest distance on a sphere is literally a straight line though
@svrvphimprod14 күн бұрын
I'm a newbie game dev and just teleporting the player to an identical hallway is such a stupidly simple solution that I never would have thought to do. Honestly respect to the anti chamber dev
@Trombonauta29 күн бұрын
You, indeed, didn't draw the shortest path between those two points in that sphere...
@Flare-D1Ай бұрын
Been thinking about this, recently, and I'd THOUGHT I'd figured it out... except I had never even thought about the issue 2:58. Oh well, I was ALMOST there... great video!
@SamuelTravnicekАй бұрын
Actually no matter how you bend a paper, it's surface will always be Euclidean.
@ImmortalPanicАй бұрын
Thank you for this! first 3 minutes and I've already learnt something new
@TheRojo387Ай бұрын
Most procedural world generation has no concept of erosion or impacts. Let alone ecological or social activity.
@watchingwolf8092Ай бұрын
Non Euclidean geometry killed my eyes from stimulation
@IDNeon357Ай бұрын
Wtf is non-Euclidian about a teleport-trick? Lame; I'm out...bye
@thankyouverymuch2 ай бұрын
What is truly baffling is that there are people who expect video games to follow the laws of nature. 🤦It's a VIDEO GAME. They are just PICTURES ON A SCREEN.
@KhanShafkat2 ай бұрын
Best explaination video
@maxism54542 ай бұрын
Was the anti chamber part a JoJo reference?
@Jakob.Hamburg2 ай бұрын
9:44 "Argumented reality sandbox" - This looks nice. Aside from that: Nice video, thank you for producing and sharing. : )
@HorriblyAverageGamer2 ай бұрын
Amazing video, I'm going to have to try these games out.
@xeostube2 ай бұрын
kind of misleading - half of this is about geometry but the real trick is teleportation and stencil buffers (filtering which objects get rendered). If the words "non-euclidean" could count as clickbait, this is it.
@ActiveSufi2 ай бұрын
12:33 watch the video next time
@xeostube2 ай бұрын
@@ActiveSufi I watched the whole thing, regrettably
@its_nuked2 ай бұрын
12:21 Could you make some kind of if statement and "isGoingInReverse" bool that you would negate when locally going backwards on each individual object, so that you'd only GLOBALLY record object movement if objects isGoingInReverse=false? Aka, to only record local movement in global movement if the local movement ISNT going in rerverse somehow? Great videos btw, I'm learning a lot here! Thank you ;D
@cccdeadpoolxd9203 ай бұрын
i want c# script for fourced prespective
@vicsar3 ай бұрын
Neat
@bl0ccr4fter243 ай бұрын
SuperLiminal really made me doubt if I was awake when I got to that ‘final boss’ puzzle area where there’s 2 roads, one’s blocked off with stop signs, and the other is a door that lead to a identical room. I kept on turning into the blocked off path, I didn’t pay attention to that green exit sign at all (weirdly), and if I chose a path, like right right left right, the blocked off paths would be in that same order. It’s ridiculous I have to fool myself to try to get into the path with the door
@tylerbakeman3 ай бұрын
In the vertex shader, prior to sending data to the gpu, nonEuclidean geometries can be hardcoded instead - it’s math that’s beyond my understanding, but it would be more accurate that just replacing walls of surfaces: Curvilinear space is still Affine space, so there is still a coordinate system to perform jacobian transformations. I guess that would suggest Non-Euclidean space could refer to spaces that don’t need a coordinate system (scratching my head: I’ve never studied that before)- but that would still typically result in a manifold, for which, you would have to rely heavily on neighborhoods and differentiability to render them.
@moffxanatos63763 ай бұрын
Throughout the 90's it was common for many RPGs to have an overworld, a sort of miniature map your character walked around that had towns and mountains and such at a size relative to the character that of a small building or shed, when entering them it teleported you to a larger cityscape map, and likewise when you entered a building it was often much bigger on the inside. Many overworlds would also have random encounters that would have you transition into a battle screen or battle map in some games. Overworlds like this became less and less common as more seamless open worlds became more common. but this came at the cost of travel times being longer and the worlds seemingly more empty, as you could travel faster with an overworld mechanic. Fast Travel mechanics were added to mitigate this, but most of them don't have random encounters and you will miss out on exploration in the process. Using forced perspective mechanics to literally make cities shrink as you leave them and mountains grow as you approach them, a battlefield stretch out as you encounter enemy armies or other random encounters and the like. It may be possible to merge the concept of an overworld with an open world for the best of both worlds. Make the distance between cities less than the distance from one end of a city to the other without making it look like that's the case. This could also be used for planets, space stations, and ships, either at sea or in space. If you are playing a game with fighters you don't want them to move too fast or dogfighting becomes more difficult than fun, but you also don't want to make the big ships too slow if you want them to be playable as well or else playing on them will become boring for travel. Travel Speeds that are super fast but prevent you from engaging in combat is the traditional solution to this. Whereas I like the idea of making the planets, space stations and big ships bigger or smaller as you approach them as, ironically, a more free form and sandbox solution. That way you can more easily intercept enemy fleets and the disconnect between combat and travel is mitigated. You might even allow fighters to "orbit" around capital ships so that they can treat the ship as being stationary once they get close enough. Allowing ships to still be pretty fast but fighters still have a massive maneuverability and speed advantage against capital ships.
@tianhaowang77963 ай бұрын
The first time start to understand what leetcode questions are doing, though has been doing those questions for more than 1 year
@AIexanderthefake4 ай бұрын
What up bro
@sarahlynn78074 ай бұрын
Weak video.
@cabudagavin38964 ай бұрын
The problem with these games is that they are euclidean with noneuclidean illusions, give me a game thats engine is non euclidean pls
@user-vz2gk9hx2p4 ай бұрын
Hyperbolica for example
@user-vz2gk9hx2p4 ай бұрын
Well, not “for example”, it’s the only truly non-euclidian game with hyperbolic and spheric world I know
@coned-up2 ай бұрын
minecraft immersive portals mod
@odlangaagf4 ай бұрын
Dreams and Nightmares are in non-euclidian worlds
@RetroSynthWave4 ай бұрын
1:20 idk why but with how slow the lines moved it makes me want to rip my monitor in half out of anger
@Drmsallam4 ай бұрын
Please do more videos
@maciej123456784 ай бұрын
7:51 did you have links to this program or web site ?
@the_0hd2515 ай бұрын
Euglied nur lobyhoes werdens verstehen
@thomassmartphone71255 ай бұрын
Take DMT or LSD and you can experience crazy shit 😂
@Leverquin6 ай бұрын
13:17 is this Elite?
@Leverquin6 ай бұрын
but where can i see code for both of systems
@zonesquestiloveunderworld6 ай бұрын
What the hell is that game with the dinosaur in the car?!
@omarelric7 ай бұрын
Time and space are productions of the mind imposed on reality to structure it.
@halloumi49597 ай бұрын
I'm gonna chalk up the 7,000 steps to High Hrothgar in Skyrim consisting of less than 1,000 steps as being a non-euclidian mountain
@handledav7 ай бұрын
so
@handledav7 ай бұрын
so
@pjousma7 ай бұрын
keep creating, my bro
@mob85027 ай бұрын
If we ever reach a level of immersion where we can walk and see from first person in a game without a controller these games will be insane. It would take so much code but it would be awesome
@Whodidyoudieto7 ай бұрын
big cheese
@kotaamitsukami7 ай бұрын
I hope they make games like that in 4D that players can see without special glasses