Hi! Welcome to DigiDigger, I am Digit and I am passionate to share with you the mechanics and inner workings of games as well as the analysis and discussion of game design! My goal is to bring people closer to the wonderful world of game development.
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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!
Actually no matter how you bend a paper, it's surface will always be Euclidean.
Thank you for this! first 3 minutes and I've already learnt something new
Most procedural world generation has no concept of erosion or impacts. Let alone ecological or social activity.
Non Euclidean geometry killed my eyes from stimulation
Wtf is non-Euclidian about a teleport-trick? Lame; I'm out...bye
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.
Best explaination video
Was the anti chamber part a JoJo reference?
9:44 "Argumented reality sandbox" - This looks nice. Aside from that: Nice video, thank you for producing and sharing. : )
Amazing video, I'm going to have to try these games out.
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.
12:33 watch the video next time
@@ActiveSufi I watched the whole thing, regrettably
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
i want c# script for fourced prespective
Neat
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
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.
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.
The first time start to understand what leetcode questions are doing, though has been doing those questions for more than 1 year
What up bro
Weak video.
The problem with these games is that they are euclidean with noneuclidean illusions, give me a game thats engine is non euclidean pls
Hyperbolica for example
Well, not “for example”, it’s the only truly non-euclidian game with hyperbolic and spheric world I know
minecraft immersive portals mod
Dreams and Nightmares are in non-euclidian worlds
1:20 idk why but with how slow the lines moved it makes me want to rip my monitor in half out of anger
Please do more videos
7:51 did you have links to this program or web site ?
Euglied nur lobyhoes werdens verstehen
Take DMT or LSD and you can experience crazy shit 😂
13:17 is this Elite?
but where can i see code for both of systems
What the hell is that game with the dinosaur in the car?!
Time and space are productions of the mind imposed on reality to structure it.
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
so
so
keep creating, my bro
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
big cheese
I hope they make games like that in 4D that players can see without special glasses
how dose this have 1k dislikes?!
00:01 pickle 🥒 from baki: confused unga bunga?
I hate shadowmapping...its just so wasteful to render the scene to a map first.
how do you deal with the wall corners or when walls are connected in weird angles how do you properly connect walls together?
8 years?! Well, still cool
Someone made a great implementation of portals in quake. When a player is in a room (room A) with a portal, the game finds its associated destination (room B), rotates the scene (room B) so it matches with the portal surface and draws it as if it was the player's camera. The game first renders room B and then room A and uses the portal surface to mask room B's camera so that it doesn't get overdrawn. This is a far better solution than rendering the room on a flat texture.
You have inspired me to make a low poly, open source, time manipulation game!
as a very bad coder, things like this just fascinate me. its just awe-inspiring how a large series of numbers and letters can create entire worlds!
6:35
3:20 Wolfenstein 3D used raycasting instead of raytracing because it doesn't need mouch math and is easyer to code
11:42 so you dont even need formulas? just know if something is x times further it looks y times bigger and make it oppose