[quote=“Kevin Granade, post:11, topic:5607”]interestingly enough, while actual non-ecludian geometry would be pretty difficult, it might be possible to implement Portal portals. I’m a bit concerned about what it would do to performance though.
Short outline, when we do shadowcasting for LOS, we could mark the shadow behind the portal as visible on a seperate visibility map, and when we draw terrain we could simply draw the map on the other side of the portal on top of the shadow. wonder if I have time to implement that tonight…[/quote]
Coding actual hyperbolic geometry is surely not worthwhile considering the whole rework one would have to do for, well actually, I don’t know what would the advantages would be.
But its great that you are making/planning to make progress on portals, those are actually the only thing needed to create this illusion of non euclidean-space. Well the infinite corridor is surely more tricky if you don’t want the illusion to break if the player drops an item while walking through it. But ones like the two doors that have a long corridor between them while also being adjacent is a very simple illusion (in comparison at least). And the possible puzzles get even weirder if you consider the possibility of having portals only trigger when walking into them from specific directions and portals that are exit only. (Aka you enter to the room from a door and as you exit you find yourself in a completely different hallway, and backtracking by entering the room again isn’t working!) No need to say that I am super hyped from knowing this, pretty sure its noticeable.
Like, very much thanks, the simple mention that you want to work on this pretty much made my day.