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: A puzzle roguelike in a non-Euclidean world
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Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#22The 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...
Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#23Is there a tunneller version?
Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#24Is there a tunneller version?
What do you mean by a tunneller version?
It's a cult classic, perhaps it would be interesting on hyperbolic plane.
Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#25Earlier 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 ;)
Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#26Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#27Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#28Re: HyperRogue: A puzzle roguelike in a non-Euclidean world
#29I'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.
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
#30Earlier 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 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.