Added: 7 months ago
From: CNLohr
Views: 5,362
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  • very cool, that looks like lots of fun

  • Oh now I've gone cross-eyed. o_o XD

  • Also, this effect can be observed somewhere in Australia I think.... There is this strange tourist attraction which is a house full of weird things which are made from physics and one of the thing inside is the same setup as this! On one end of the room, it seems like u just walk a meter acrss to the other end of the room, but when u bend down to measure the distance as u walk, it is way longer than that!! Cool!!

  • Wow, I didn't know quantum physics can be applied virtually! Well, since we are playing the game, we are "observing" hence it all seems so mind boggling. But if it was in real life, we wouldn't even notice that this effect is there!! Hence, this is as though I am "god" looking over the world! (ok not many ppl might understand that....)

  • Really interesting! How are the data for the anomalies stored? You have so many different kinds, it's hard to imagine.

  • @saluk The entire world is stored in a lattice, in addition to the normal block data, I'm including a 'space in this block is warped in this way' data as well.

  • i cant even spell phyciss, who needsem

  • Alice in wonderland :)

  • Butthead?

  • Clustermindfuck.

  • I like the rounded corners and procedural textures. You said this was for minecraft? Are we going to see a mod implementing these? I'd like that.

    As for the rest I don't see the squashing and stretching thing you've done being particularly useful. There's a reason people make non-euclidean connections between two areas instead. it just makes more sense.

  • @cymonsgames Yep. It was for Minecraft (originally) And no. It was a stand-alone C++ client that just talked the Minecraft protocol. It needed a MC server to function and didn't use any of the original codebase. I think the aberrations/etc would be neat for a FPS especially if you had weapons that launched in parabolic curves.

    Unfortunately things got busy and I haven't had time to FPSize this.

  • @CNLohr

    You should check out prey 1. They didn't have non-euclidean spaces, but gravity was location dependent. They also had a few projectile weapons firing in parabolic curves.

  • I would be fanatically interested in playing a game like this.

    It's just pure genius.

  • @Mayokitty7 I can see Indie developers implementing this in the near future, can't wait to see what they come up with!

  • Make the tardis.

  • very cool. this could easily be applied to a game where the character takes psycho-drugs to proceed or else the universe in general has been toyed with. Think portal but with more depth.

  • I got it: seamless game worlds! Never have another loading screen again. Click on the door to enter the building, dungeon, whatever, and the door swings open for you to enter at will. Go from the overworld map to the local area viewpoint without any interruptions.

  • @Codysseus154 That's actually a neat idea... I don't have the ability to have dynamic objects, but it would be neat to drag things around... Really, I need someone to take interest in to help with the project x.x it's difficult

  • @Codysseus154 I don't think the technology described in this demo has anything to do with streaming data or scene complexity, which is the main barrier between having detailed interiors connected to exteriors.

  • @ESHelper I'm not sure what that means, but I'll believe it. I'm good at developing ideas and mechanics for games, (I've created some fun tabletops) but I'm completely untrained in anything related to computer science. I already know a bit about data streaming, but I tried googling "scene complexity" and came up with a lot of unrelated sites. Are there any good websites for learning more about it?

  • I'm trying to think of some game concept that could utilize this, but I'm not very practiced at mentally bending space. You could make some awesome virtual mazes, or use these techniques in horror games to really mess with the player. You could even use them perhaps as in-game "gates" to regulate player movement. Can you make the tunnels directional? Extremely long if traveling "west" but very short if traveling "east?"

  • Nice :D

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