Non-euclidean geometry
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Non-euclidean geometry
Is non-euclidean geometry possible in ZDoom or GZDoom?
Re: Non-euclidean geometry
What do you mean by that?
You can already do several types of impossible geometry, with sky effects and/or portals and/or silent teleports.
You can already do several types of impossible geometry, with sky effects and/or portals and/or silent teleports.
Re: Non-euclidean geometry
It's already possible... you just need to go deeper...
Re: Non-euclidean geometry
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.
Now, if he means in-game, or what, I have no idea.
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Re: Non-euclidean geometry
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
I can only assume OP has just played Antichamber.
- zrrion the insect
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Re: Non-euclidean geometry
Yes, non-euclidean geometry is possible:
- Siggi
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Re: Non-euclidean geometry
This is clearly what OP has in mind:


Re: Non-euclidean geometry
omg i think i almost died laughing
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Re: Non-euclidean geometry
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:

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.

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.
- twinkieman93
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Re: Non-euclidean geometry
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.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:
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
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.
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.
- StrikerMan780
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Re: Non-euclidean geometry
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
^ I guess this kind of thing is entirely possible with Eternity's portals... ^
- StrikerMan780
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Re: Non-euclidean geometry
Yeah... I really wish ZDoom could get that kind of portals.