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In this 4th installment, we'll go beyond the camera and dive into the tricky
nuances of dealing with hyperbolic and spherical rendering, how to achieve them in a traditional rendering pipeline, and working with gravity in a hyperbolic world.
Previous Devlogs:
Devlog #1: • Non-Euclidean Geometry...
Devlog #2: • Spherical Geometry Is ...
Devlog #3: • Rendering Hyperbolic S...
Hyperbolica on Steam: store.steampowered.com/app/12...
Trailer: • Hyperbolica: A Non-Euc...
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