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HyperRogue: A puzzle roguelike in a non-Euclidean world

roguetemple.com

21–30 of 38 posts

Re: HyperRogue: A puzzle roguelike in a non-Euclidean world

#21

There’s another game being developed in a semi-3D hyperbolic geometry called Hyperbolica. The dev makes some fantastic videos [1]. [1] https://youtu.be/yY9GAyJtuJ0

I was just about to link to code parade! He's done suck amazing things with real time rendering and perspective, it's great

HyperRogue has 3D modes with real-time rendering and perspective too. (And playable, not just videos ;)

Re: HyperRogue: A puzzle roguelike in a non-Euclidean world

#22
post #14

The point about rendering hyperbolic 2D using the Poincare embedding is that you see more of the game world, but what is "closest" is larger, somewhat like POV 3D but unlike traditional roguelikes. John Lamping invented a file browser based on hyperbolic 2D [1,2]. [1]: https://en.wikipedia.org/wiki/Hyperbolic_tree [2]: http://www.cs.kent.edu/~jmaletic/cs63903/papers/Lamping96.pd...

We have also experimented with using the HyperRogue engine for similar visualizations of hierarchical data, see: http://www.roguetemple.com/z/hyper/rogueviz.php

Re: HyperRogue: A puzzle roguelike in a non-Euclidean world

#25

Earlier quoted context omitted.

I was just about to link to code parade! He's done suck amazing things with real time rendering and perspective, it's great

HyperRogue has 3D modes with real-time rendering and perspective too. (And playable, not just videos ;)

Perceptually, it's interesting that in the "2D" hyperbolic plane, the game map tests the limits of the human mind. But in "3D" this becomes virtually impossible. Even with practice it becomes intractable for the typical player to imagine "spaces expanding within spaces" at 60fps!

Re: HyperRogue: A puzzle roguelike in a non-Euclidean world

#29

I'm curious, how would you store data about the maps of these worlds? Is there a certain format that's needed? I imagine it couldn't just be a 2D array, or if so, it would need to be a lot larger than a normal map and you wouldn't check all cells.

The data storage structure are explained here: http://roguetemple.com/z/hyper/dev.php

And algorithms for the procedural generation are indeed quite challenging (as you noticed, you cannot just work on all 10^7000 cells).

Re: HyperRogue: A puzzle roguelike in a non-Euclidean world

#30
post #24

Earlier quoted context omitted.

What do you mean by a tunneller version?

https://www.playdosgames.com/online/tunneler/ It's a cult classic, perhaps it would be interesting on hyperbolic plane.

It appears that tunneler is a pixel-based game (not sure whether there is a commonly used term for that, but I mean games like Lemmings or Scorched Earth or Liero or Noita which are grid-based at pixel precision).

It is not clear how to make a hyperbolic pixel-based game because there is no fixed relation between the map and the screen pixels. (This is also why HyperRogue cannot use pixel art.)

Of course, one could still just pick a dense grid and use it instead of the actual pixels.

There is nothing very close to Tunneler, but there is an Asteroids clone mini-game inside HyperRogue, and a "shmup mode" which is real-time and can be played in local coop.

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