Non Euclidean GPU Ray Tracing Test

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Uploaded by on Jul 16, 2011

I wrote a GPU-based minecraft raytracer a while back, and I decided to do something with it that cannot be done using traditional rendering (at least to my knowledge). The minecraft raytracer treats the entire world as a large uniform grid with a jumpmap.

I made a non-Euclidean world. It uses all the same technology, only, in addition, it can manipulate and bend the rays around the scene while it's rendering. This means single primitives can be warped visually.

Another neat thing was I made the walking use the exact same system the visual rays use. This allows you to walk through the world as you see it.

Currently this whole system only works on Linux, but could theoretically work elsewhere.

Sorry about the poor framerate, I'm on a laptop with Optimus so its drivers are super pokey. Also, video cap sucks down whatever performance is left.

Hope to spur some interest and I'd love to work with others on this. Contact me to work on it.

NOTE: Unlike what the video says it's actually running like this on a GeForce 540M, not a 560M.

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Uploader Comments (CNLohr)

  • 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 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.

  • 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

Top Comments

  • Make the tardis.

Video Responses

This video is a response to Non-Euclidean Level Design v2
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All Comments (23)

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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....)

  • @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 cant even spell phyciss, who needsem

  • Alice in wonderland :)

  • Butthead?

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