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This is another gamedev lesson in the series - How to create a game, in every detail and step by step.
It's time to talk about space. We move according to the concept of the universe and, inspired by nature, come up with worlds and mechanics for our games. The concept of the universe can be divided into three components: Physics, Time and Space, these three directions can be taken as a basis for mechanics. There are already a lot of games where physics and time are used, but there are not so many games with the ability to manipulate space, practically they can be counted on one hand. This is what we will talk about in this video and put everything on the shelves.
First, we will learn to understand according to what scheme the measurements are built,
Let's analyze this using the example of 0D, 1D, 2D, 3D, 4D, 5D spaces, take a look at the Tesseract Hypersphere and Penteract.
In which films the theme of dimensionality is touched upon.
Then let's take a look at what 4D games look like and what they are.
Then we will touch on the topic of creating such 4D games.
Finally, let's take a look at the engine that works with non-Euclidean geometry.
If you've read this then Cyberstars bless you)))
@Unity tesseract raymarching
4D Raymarching github.com/Jel...
Non-Euclidean Geometry github.com/Hac...
4D Games @Miegakure, 4D Toys - Available on Steam.
Tetraspace rantonels.itch...
4D blocks www.urticator....
Pacman 5D superliminal.c...
Tesseract Explorer,
Half dead is not a 4D game, just a trilogy based on the Cube movies
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