Non-euclidean geometry

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Expand view Topic review: Non-euclidean geometry

Re: Non-euclidean geometry

by Nash » Tue Feb 26, 2013 12:34 pm

Enjay wrote:This kind of thing is available in a limited form simply with teleport lines too. There have been plenty of WADs released where the player climbs up inside a multi-story building. It seems to happen seamlessly but when you check the map, the floors are in different locations and you have teleported between them at some point where the teleport is as unnoticeable as possible.
The biggest give away is when sprites or decals disappear as you are moving from floor to floor...

Also still LOL'ing hard at Siggi's pic

Re: Non-euclidean geometry

by Enjay » Tue Feb 26, 2013 3:04 am

This kind of thing is available in a limited form simply with teleport lines too. There have been plenty of WADs released where the player climbs up inside a multi-story building. It seems to happen seamlessly but when you check the map, the floors are in different locations and you have teleported between them at some point where the teleport is as unnoticeable as possible.

Re: Non-euclidean geometry

by StrikerMan780 » Tue Feb 26, 2013 1:40 am

Yeah... I really wish ZDoom could get that kind of portals.

Re: Non-euclidean geometry

by Nash » Tue Feb 26, 2013 12:55 am

^ I guess this kind of thing is entirely possible with Eternity's portals... ^

Re: Non-euclidean geometry

by StrikerMan780 » Tue Feb 26, 2013 12:21 am

Speaking of which, It would be interesting at some point to be able to make spherical levels. (Not literally, but just an illusion, ie. Terminal Velocity/Fury3/Hellbender, or Star Fox 64 Multiplayer), where going to the edge of a map, allows you to see from the opposite side at the same position, and walking past the edge takes you to the opposite side, giving the illusion of traveling outwards infinitely. I imagine some trickery with Silent Teleports would technically be possible, but the only thing is, that doesn't account for seeing things on the other side, making for some serious pop-in.

Re: Non-euclidean geometry

by Gez » Thu Feb 14, 2013 2:51 am

Doom isn't a portal engine like the Jedi Engine (Dark Forces, Outlaws) or Build (Duke 3D, Blood, etc.). Instead, it uses a binary space partition tree which offers faster performances but locks the geometry.

ZDoom only uses portals for ceiling surfaces (this is called [wiki]stacked sectors[/wiki]), not walls. The [wiki]Eternity Engine[/wiki] offers wall portals, though, if you want to try it.

Re: Non-euclidean geometry

by twinkieman93 » Thu Feb 14, 2013 12:32 am

BlueSatoshi wrote:Sorry that I haven't replied. When I asked about non-euclidean geometry I meant if it was possible to stitch separate sectors like in the following image:

Image

In this case instead of connecting two small rooms I think this would work for something like connecting several large areas with a small hub without the need for long tunnels or teleportation.

Hope this helps.
Yes. Portals do exactly what you're talking about. A portal is when you cross a linedef and you end up in a completely different place, and when you look at the "portal" from one side, you see what's on the other side as if nothing was wrong. Except possibly you could have things that if they were actually connected to the hub they would overlap with other things connected to it.

Re: Non-euclidean geometry

by BlueSatoshi » Wed Feb 13, 2013 11:36 pm

Sorry that I haven't replied. When I asked about non-euclidean geometry I meant if it was possible to stitch separate sectors like in the following image:

Image

In this case instead of connecting two small rooms I think this would work for something like connecting several large areas with a small hub without the need for long tunnels or teleportation.

Hope this helps.

Re: Non-euclidean geometry

by Nash » Mon Feb 11, 2013 12:37 pm

omg i think i almost died laughing

Re: Non-euclidean geometry

by Siggi » Mon Feb 11, 2013 9:17 am

This is clearly what OP has in mind:
Image

Re: Non-euclidean geometry

by zrrion the insect » Mon Feb 11, 2013 7:35 am

Yes, non-euclidean geometry is possible:

Re: Non-euclidean geometry

by GooberMan » Mon Feb 11, 2013 5:16 am

I can only assume OP has just played Antichamber.

Re: Non-euclidean geometry

by Edward-san » Mon Feb 11, 2013 3:38 am

err... is it there a game which does what the OP asks? Knowing the complex formulas to change geometry, it's hard to believe that...

Re: Non-euclidean geometry

by Ghastly » Sun Feb 10, 2013 9:45 pm

He means non-Euclidean as in hyperbolic, or elliptic, for example. I think.

Now, if he means in-game, or what, I have no idea.

Re: Non-euclidean geometry

by Nash » Sun Feb 10, 2013 9:41 pm

It's already possible... you just need to go deeper...

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