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Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

sokyokuban.com

11–20 of 45 posts

Re: Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

#11

Code Parade on Youtube has some nice tech demo for non-euclidean 3D game engine. "Non-Euclidean Worlds Engine" - https://www.youtube.com/watch?v=kEB11PQ9Eo8 "Spherical Geometry Is Stranger Than Hyperbolic" - https://www.youtube.com/watch?v=yY9GAyJtuJ0

The first one of these videos is not about non-Euclidean geometry, though.

There are many cool 2D and 3D non-Euclidean games already existing and several cool new projects in development, see: https://medium.com/@ZenoRogue/non-euclidean-geometry-and-gam...

Re: Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

#12
post #7

How does one define a coordinate system on such a grid? I considered making a game with the same kind of grid (five squares meet at each corner) but I just couldn't figure out how to individually address each cell in a way which allows easily finding which other cell IDs must be neighbors.

https://www.redblobgames.com/grids/hexagons/ is the goto resource for this, at least for hexagons

Re: Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

#13
post #7

How does one define a coordinate system on such a grid? I considered making a game with the same kind of grid (five squares meet at each corner) but I just couldn't figure out how to individually address each cell in a way which allows easily finding which other cell IDs must be neighbors.

https://www.redblobgames.com/grids/hexagons/ is the goto resource for this, at least for hexagons

It is a great resource for Euclidean hexagons, but non-Euclidean tilings are a different thing. (He does a bit of spherical geometry in his other articles.)

Re: Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

#15
post #7

How does one define a coordinate system on such a grid? I considered making a game with the same kind of grid (five squares meet at each corner) but I just couldn't figure out how to individually address each cell in a way which allows easily finding which other cell IDs must be neighbors.

I have written a quite detailed explanation of this here: http://roguetemple.com/z/hyper/dev.php

I second this as a great resource! Your game HyperRogue was also a big inspiration for this game.

Re: Show HN: Sokyokuban, a puzzle game in a non-Euclidian world

#19
Very cool. There are tons of non-Euclidean video game experiments. But this one is actually fun and definitely has potential ;)

One possible improvement is to add another degree of freedom for player movement. Being ability to rotate the sphere and see where you are located in relation to the goals would help. And make touch screen play really immersive.

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