2:49 The dev actually said on his channel, that the main setback with the creation of this game was what engine to use. All engines are designed to run in Euclidian space, but if the premise of your game is to not run in that, than you are in trouble. So basically he had to not only design a game, but design a graphics engine, and all other support systems in house, too...
Kinda weird as we exist in non-eucildian space, as we can exist on the surface of a sphere-like object and can have parallel lines that will meet. Eucildian geometry is still useful for most situations. The only reason everyone treats non-eucildian geometry as something unreal is because HP Lovecraft had a "constitution too weak for math".
@@michaelolynyk4319 luckily our sphere world is so large Euclidian geometry works very well as an approximation. I think its mostly transportation and aerospace that this approximation starts to fail. To me this game moving seemed like running in a regular Euclidian space game.
@@chrisfarmer4397 For the most part it seems almost like travelling around on the surface of a remarkably small sphere, but the game world is actually larger than it appears. Very strange
I tried it in VR, it was just as trippy. It didn't make me motion sick, but the smallest things became noticeable. A square building had ~70° corners, and making four 90° turns does not take you to where you came from. Weirdest of all, I usually have a good sense of direction and location, but this game gets me completely lost all the time.
People with a good sense of direction often achieve that by building a mental map, which this game undermines unless you're used to building non-euclidean mental maps. Someone who tends to navigate by landmarks might actually have an easier time navigating this game.
A square in the lobby area actually has 60 degree corners. But in the maze area, the squares have 72 degrees. And in spherical geometry, there are 120 degree corners.
Btw, when you described angles changing, they aren't actually changing. Basically a pentagon has 5 right angles in this reality and because of that, a planar surface can't be depicted in a planar surface of our reality. The warping is just what happens because of how the map is translated into Euclidean geometry.
You CAN have a regular pentagon with 5 right angles, but not all of them are like that. All regular pentagons have angles that are GREATER than 108 degrees (108 is the measure of an angle in a regular pentagon in Euclidean geometry). So you can have a pentagon where all the angles are nearly 180 degrees, so like 179.999. HOWEVER, the area of the pentagon will be determined by the angles. It's not like Euclidean geometry where you can make a shape and then scale it up or down and maintain the angles. So a regular pentagon with all the angles equal to 179.999 would be quite huge, and one with angles of 108.001 would be very small. On small scales, hyperbolic and Euclidean geometry don't differ much.
@@f5673-t1h I'll be honest, I feel like this was too vague for me to understand. Were you saying that in Euclidean geometry a pentagon could have 5 right angles?
@@ArifRWinandar Actually this world is flatter than flat. A circular cutout of earth has a circumference shorter than pi * R * 2, while a on a flat planet it would be equal. In this game the diameter is significantly larger.
@@FlamingKetchup is that actually true? I feel like if a pentagon has 5 sides, each being 90 degrees, summing to a total of 450 degrees, then intuitively a circle would have 450 degrees instead of 360, would it not? why would that not be the case?
@@sheep4483 One full rotation is 360 degrees by definition. Also, the pentagon has less, not more, total interior angle compared to Euclidean geometry (where it has 540 degrees).
"Euclidean geometry" means "Geometry where all 5 Euclidean postulates hold true". That is you can draw a line through any 2 points, which make up a line segment, you can draw a specific circle using a line segment for a radius, all right angles are geometrically congruent and parallel line never intersect. Basically all that usually sums up to "Sum of angles in a triangle is always 180°". On a surface of a sphere, for example, the sum of angles of a triangle is always MORE than 180° (and the larger the area of the triangle - the closer it is to 360°), so surface of a sphere small enough to notice this discrepancy is a good example of a non-Euclidean geometry. And yeah, I do believe I feel significantly more comfortable in those than poor Euclidean Matt ^^;
I think this idea has potential for big open world games. Imagine seeing a village in the distance that looks like it’s a mile away, but you can walk to it in under a minute.
This game will trigger your motion sickness. Also a great example of how Anti de Sitter spacetime works. The map is actually based on the most famous conformal compactification of Anti de Sitter Space. MC Escher's circle limit 4.
@@Jon-id7ki TBF, the world doesn't _look_ non-Euclidean to our casual observation. We all think of it as Euclidean, and of course engineers like RCE use Euclidean geometry in their work, so something like this, where the non-Euclidean-ness is blatantly obvious, is likely to seem weird.
It's not really that trippy or confusing, right? Maybe I'm just too used to quantum mechanics, relativity and fun maths in general to find this complicated
dude if 3-D space with a metric other than the eucledian metric is trippy af imagine what playing games in a 3-manifold without constant curvature would be like
Time to start a drinking game. Everytime RCE says "I'm tripping bwalls", take a swig/shot. Then by the end of the video you'll see the game like normal!
RCE about geometry: The cornerstone of engineering. Also RCE, this time about a square object that is taller than it is wide: That was actually a cube. :D
If you go into the game, there's a bit where you go up a short distance (to clean windows), but when you look down, everything looks far away. In the z-axis, distances are exaggerated. So this may really have all the edges of the same length, but it just looks taller (hence a "cube").
@@f5673-t1h No, I don't think there is an axial bias. It's just somehow surprising to go up a short distance and find that the entire rest of the things in the world are within a tiny visual angle. In reality, the same phenomenon occurs when traveling horizontally: Go some distance into any of the different regions adjacent to the path, then look around, and you see that the region is almost all around you, and the way back is through just a narrow range of directions.
@@alessiobenvenuto5159 it isn't a cube, it has right angles and you need to turn 5 times 90° to get around it. It is a pentagon prism, idk how to name it properly in English, I tried at least.
That is not a cube, it has right angles and if you get that hyperbolic geometry in your mind right from devs videos (as I did rewatching videos 3 times in a row) you will clearly see it as a prism with a pentagon as a main plane. Idk how to describe it in English, but I think you got what I meant
6000 hours in vr, and I can’t make it past 3 minutes watching this video without getting motion sick, this game is something different, I’ll leave it running because I love you and watch time matters but Jesus, that’s a lot to handle.
Having finished it on a regular computer, I can say that while you do get used to the perspective, it screws with your head for a couple of minutes when you go back to walking around the real world.
Mad respect for covering this, I'm a big code parade fan and he really deserves the publicity. Honestly wasn't expecting RCE to cover this on release, but thank you!
I fucking love non euclidian geometry. You take three turns, all right angles, and you come back to where you've started. It spits in the face of regular geometry
That's spherical geometry (positively curved space) which folds round on itself (see the farm level). The rest of Hyperbolica is hyperbolic space (negatively curved space) which goes waaaaay the other way. :)
Hyperbolica is set in a non-euclidean (you-clid-eee-in) space. Euclidean space is flat, like a sheet of paper. Spherical space curves away from you in all directions. Hyperbolic space has a saddle or Pringle shape to it. Because of this, angles appear "distorted" compared to what we expect. On a sphere, parallel lines always eventually cross. On a hyperbola, they diverge. On a sphere: the angles of a triangle always add up to a number greater than 180° (2π radians). On a hyperbola: less than 180°. Notable for this game is the fact that a straight line is no longer the shortest distance between points. An arc is.
It might just be me but for some reason i felt like moving in this game felt more organic than any other game ever. The walking around and perspective just felt natural and realiztic even though the art was crazy
The thing with hyperbolic space is that its curved in a weird say so that theres more "space" at a given distance than you expect its opposite of eliptical space where there's way less "space" at a given distance
I think a good way to think about it how I see it at least is if you were to print the entire world onto a stretchy fabric or like a balloon with a print on it (uniflated) everything is scrunched up but as you move around its like pressing your thumb to stretch what is around you or more so imagine a large ball forcing the "fabric" to stretch and expand around it. The ball is your perception of space. Basically think of it like render distance in normal video games but if everything past the normal render distance instead of not existing was just make closer and closer together and it unfolds/uncompacts as you move to it and folds/compacts as you move away.
Ok, now we need this engine to be used in the creation of a more "realistic" Lovecraftian horror game. Man, imagine actually getting to SEE the Mountains of Madness in all their true non-Euclidian glory. Now I see what he was talking about when he was always going on about "strange angles" and such.
I find in such a game if you mentally split the world into "nodes + paths between nodes"it becomes much more easy. No longer are you wondering "left right" but instead it's just a node you walk to given a premade path. Works especially since this games seem to happen on a flat surface anyways.
This didn't seem too bad to me. It's basically "the further away from you a line of unit distance is, the longer that line appears to be." Get closer and that distance appears to contract.
@@legendgames128 although I like the concept of the game, this isn't a "ooh ball I'm tripping damns!" kind of game. It's more of a FOV game, if you were a 80-90's kid where your icons were all rocking that sick ass fish eye lens in their clip then this will look pretty "normal". A 90 degree angle will look less then 90 the further you are from it, and it will be more the closer you are... all the way up to 0 to 360 with a 360 degree lens. I like RCE and I like this concept for a game, but this video felt like smoking a joint with a narc "WOW I CAN TASTE PURPLE!!!!" (after drinking a cup of water before lighting up the joint)
@@svampebob007 Actually, a 60 degree angle will look like a 90 degree angle from far away. A 90 degree angle would look obtuse from far away. Also, it isn't all FOV effects, the geometry really is different than that of Euclidean geometry. You have an infinite number of parallel lines to any one line (not possible in Euclidean geometry), curves whose points are equal distance to a line (not possible in Euclidean geometry), and places that seem small at first can actually turn out to be really big.
As a skateboarder who has watched many, many hours of video through fish-eye lenses...this doesnt actually look all that strange. Sure its not normal compared to the way our vision works, but i just dont get that "trippy" feeling from it.
It's not really the fish eye effect that's tripping me, but rather navigation. Like you walk a path with four 90° angles to the right, you expect to be back where you came from but nope! There's a fifth corner. And your rotation changed. The farm in spherical space was the trippiest to me
First minute I was like oh that sounds like a cool idea, as soon as you took your first step I was like "NOPE!" And instantly transported back to being in the back of my dad's Mondeo driving down to Cornwall and being sick every 100 miles 🤢
feels like 3d unwrapping a sphere and then applying that to the render so it's like a flat plane but then you're still walking on the sphere so it rewraps around you. IDK, it's so god damn trippy.
@@proideot 2 conflicting definitions of a square in hyperbolic space. Square definition 1: 4 equal sides and 4 equal angles. Square definition 2: 5 equal sides and 5 right angles.
The best explanation I can think of is that it's an anti-sphere. If you follow the lines on the earth heading from the equator to the pole, they seem parallel at the equator, but meet up at the poles. So in a way it's as if the space between them gets shrunk as you walk along them. This is a hyperbolic space so the opposite is true. The lines that seem parallel at first, get further and further apart, so it's as if more space gets created between them. So looking into the distance, in your field of view, it seems as if the space is small, but it actually gets bigger and bigger the further you go.
This seems to use something similar to the poincare disc model. Essentially, the entire universe is projected onto what to us looks like a finite space - this is why distant objects appear flattened against "walls." The near side of them is already so close to this outer edge that its far side can't be displayed as being significantly further away - even if the object is infinitely long.
I've spent multiple hours in VR without taking the headset off, many times. I've gotten a little bit motion sick from games like Super Hot and that older grapple swinging one, but it was mild and infrequent. I played this game in VR for about 10 minutes then spent the next 2 hours laying in bed praying for the merciful embrace of death. It was the most nauseous I've ever been without the help of dangerous amounts of alcohol.
I'm really curious if it's possible for someone to acclimate to Hyperbolica in VR, if they took it slowly enough and for a long enough time. Like the backwards brain bicycle. But then I imagine going back to our Euclidean reality would be an utter nightmare. So no thanks!
@@BinaryArmorOnline He's an engineer, not a scientist - he's been trained to think rigidly enough to make sure the infrastructure he builds on specific scale will be built with minimum resources and remains standing for as long as needed. I was more disappointed in his performance dealing with Baba is you o_O
RCE, the thing about hiperbolic space is that it can fit more stuff than euclidian space, the dev made videos about it and explained this concept. He also explained that, to make the game work he had to create a new way to define position, because game engines are all euclidian
Cool video as always, looks like an interesting game! And I reckon Euclidean is hard to explain. Just as a friendly note, but it's spelled 'Euclidean', not 'Euclidian' (so 'ean' at the end) and is pronounced "yoo · kli · dee · uhn" (missed the kli sound in particular) :).
@@gregoryvatrano2981 You can have any kind of geometry (Euclidean, hyperbolic, spherical, elliptical) in any number of dimensions > 1 (in 1 dimension there are no parallel lines and all are equivalent). The 3D geometry you're used to in real life is, for practical purposes, Euclidean, though relativity says that it is in fact a non-flat geometry of non-constant curvature, which makes it none of the above. Edit: I got a bit carried away on a tangent, but the point I originally wanted to make was simply that Euclidean and hyperbolic spaces also exist, not just planes. This game uses a hyperbolic space whereas most games use a euclidean space, and some specific games like flight simulators might (I have no idea if they do as it might not be worth the effort) use spherical/elliptical geometry for representing the space on and above an entire planet. The curvature of space is locally determined by mass-energy density, with empty space having negative curvature and space with a lot of matter having positive curvature. Positive curvature corresponds to spherical/elliptical geometry, while negative curvature corresponds to hyperbolic geometry, but technically in spacetime you actually use Minkowski space, de Sitter space and anti-de Sitter space for zero, positive and negative curvature respectively. I think these are just to account for time not being quite the same as a spacial dimension. So locally in spacetime, geometry is not necessarily Euclidean, but since you can only get space to be so empty, strong positive curvature is much more common than strong negative curvature. For instance, black holes and other massive objects cause parallel lines going around them to intersect, which we know as gravitational lensing (and it allows us to see the same object to both sides of a black hole when it's actually behind it). But on the largest scale we can measure, the universe appears to be almost perfectly flat-that is, the density of the *entire* universe appears to be almost exactly equal to the 'critical density' that results in flat spacetime, as the parts with a lot of mass (like galaxies) are so much smaller than the massive amounts of empty space between them that they cancel out.
Hmmm, it must be the VR version that makes this make more...or I guess less sense. This wasn't very different looking than most first person games other than scaling on a sphere. Every time you said "it's so weird" I was like..."what is"? Maybe it's different when controlling it as well. Who know's, but it was fun listening to you be uncomfortable!
I think playing it must feel very weird. Normally if you go forward, right, down, left, you’ll end up back where you started, and looking in the same direction. Here if you did that, you would still be a unit away from where you started and looking in a different direction (I think 90* rotated). Also normally the shortest difference between two points is a straight line, but here it’s a curve, and it can be really really curvy.
All of you who are confused, look specifically at how the maze section looks compared to the overhead map of it. It's essentially the same layout as 4D space, with four 90-degree turns not actually adding up to a full 360 degrees. With high FOV in a normal euclidean environment, you can move forward 10 spaces, left 10 spaces, back 10 spaces and then right 10 spaces and end up at the same position you started. In this game, you'll still be 10 spaces away and facing a whole 90 degrees off without ever turning the camera. It's *similar* on the surface of a sphere, and technically moving around on Earth is a bit like this, but the scale makes all the difference. Edit to expand on it a little: try to imagine it's Minecraft, but instead of squares, it's pentagons, and the corners of the pentagons are all 90 degrees, not 108. It makes it seem weird because there's just too much surface and too high angles to fit in a flat plane, hence why it looks like a sphere, and why straight lines are actually curved (much like a 5-sided square.. or 90-degree angled pentagon, would need curved edges to be possible.)
An interesting visualization of the hyperbolic plane. I actually just finished the lecture about hyperbolic space in my last semester and when you have experience with how "straight" lines work in hyperbolic space, this really makes sense.
so to explain non-euclidian space simple: a square normally has 4 90° corners. so if you walk around four corners, you will end up where you started. in a non-euclidean space a square has more than four 90° corners. so if you if you go around four 90° corners you will not have reached the starting point. and the further the distance you walk, the more the space can stretch. which is why the little path at the beginning looks short but is long and why the jungle maze is so trippy. because a square got expanded to at least a pentagram and our sense of space doesn't know how to properly compute that. hope that helps a little.
You could try a game called sfs - SpaceFlight Simulator. Basically a 2d less complicated version of kerbal. It is also free. It's a mobile game btw. Really fun and not addictive.
Its been a while since I've looked into this stuff but if im not mistaken the way it breaks reality is like this: Imagine you have a 4 way intersection. These would be 4 paths each at a right angle to one another. To make it noneuclidian you basically add more paths but keep them at right angles. If you're saying "thats impossible because there's only 4 right angles" you're right if were talking about our normal world. In this sense I guess you're sort of packing in more space per area, hence the extreme perspective shifts. Its likely pretty much all those paths in the forest are in fact right angles, they just don't look like it until you reach them
Euclidian for me is basically [REDACTED]. Anyway, seems fun to see Matty get trippin once in a while, waiting for the knobbest shape, and slowly turning him into Architect.
3:00 you can see the way they did it, using cleverly made and placed images and smoothely alternating between areas, your actually inside of a cylinder and your cilinder just changed every time you get close enough to the wall
Non-Euclidian spaces like spherical or, in this game, hyperbolic, doesn't reserve the angle you travel : up-left-right is not the same as right-left-up. Total angle of triangle in spherical coordinates are often not 180 deg, but, more, depending on the size of it. Likewise, in hyperbolic coordinate, it's often less. Spherical, parallel lines meets. Hyperbolic, parallel lines diverges.
4:23 The entire reason you’re tripping out this entire time is because Euclidean space is putting more stuff in your stuff, there’s a really cool video where he creates a game engine to run it, and creates stuff like houses that have 4 rooms but only actually 3, or 4 rooms but actually 6 rooms, etc
That's a little different, though. It's not a consistent geometry like in Hyperbolica. As in e.g. the _Portal_ games, it's just using portals to, essentially, glue parts of Euclidean space together. People like to call that sort of thing "non-Euclidean", which is technically true, but really, it's more like not strictly geometric.
Took me a little but to understand how the world was working but now that I understand how it works it makes perfect sense... If you imagine the world is an arch, and you're always standing at the top, as you walk along, the world travels up and over the arch which is always under you. Does that make sense to anyone or did I explain it terribly? X'D
to the best of my knowledge, an example of non-Euclidean space would be you on one corner of a pentagon path. to you the path looks like its at a 90 degree angle forming a square but you cant see the 5th corner, so you assume its a square and think if i go along the path four times ill end up back at the start. since the path is a pentagon with observable 90 degree angles, you dont end where you started.
Euclidean space is space where the angles of a triangle add up to 180 degrees. In hyperbolic space, the curvature is negative, so the angles don't quite reach 180 degrees, and approach 0 as the triangle gets bigger. In spherical space(like the surface of earth), the curvature is positive, so the angles exceed 180 degrees and approach 540 degrees as the triangle gets bigger and more like a circle.
I always feel like I understand how this way of space works and I feel like I grasp the basics... But then again my brain just can't work with these kind of inputs
To summarize hyperbolic space: it's space where each square has 5 right angles in it. Everything else bends around that. Nothing's changing actively but the game is trying to put noneuclidean space onto euclidean space (a flat plane, i.e. Your screen) which naturally leads to weird distortions.
Before I see the thumbnail, I've read the tittle and closed my eyes and said "Please! Please be Hyperbolica... Please be Hyperbolica" and it was... YESSS!
I thought it would be really cool if maps have to be collected, and they are flat planes rather than a projection map... it would show you how the projection translates to something familiar, and would be cool to see the unexpected directions you move in on a plane
So glad to see this game, I've been watching the developement for a long time. Basically in this world it takes 5 90degree turns to make a full rotation.
I actually had to look up Euclidian not that long ago because I was listening to Lovecraft and SCP stuff a lot. Very interesting and led to some other things I heard but never actually knew, like Pythagorean and Thale's theorums.
7:30 -- That's an onager, no? And before people chime in: Yes, onagers are catapults. If this was a car thing it's like asking if that was a Ford Mustang when someone points out a car -- Not all cars are Mustangs.
Every place has more space around it than in our universe. A circle in this space can be two steps across and a hundred steps around its perimeter. or a thousand. In order for a circle to be drawn like this on our universe, it has to be on a piece of paper that gets really wavy near the edges to fit all that extra perimeter in the folds of the waves. But in the world of this game, that same paper lays flat, because it has the same curvature as space does. But I'd say my favorite part is making five squares share a corner without distorting them.
Thanks for the help on my ViewTube video bro! Really Appreciated it! ☺️
Peace, love and bridges ❤️
**illuminati music meme plays**
you made an awesome game showing what my first psychedelic trip felt like
@@kandy5129 oh I didn’t make this game. The game made me ☺️
DO NOT LIE! NOT YOU MADE THE GAME!
@@gungu sorry mate but no I didn’t make the game.
2:49 The dev actually said on his channel, that the main setback with the creation of this game was what engine to use. All engines are designed to run in Euclidian space, but if the premise of your game is to not run in that, than you are in trouble. So basically he had to not only design a game, but design a graphics engine, and all other support systems in house, too...
Kinda weird as we exist in non-eucildian space, as we can exist on the surface of a sphere-like object and can have parallel lines that will meet.
Eucildian geometry is still useful for most situations.
The only reason everyone treats non-eucildian geometry as something unreal is because HP Lovecraft had a "constitution too weak for math".
@@michaelolynyk4319 luckily our sphere world is so large Euclidian geometry works very well as an approximation. I think its mostly transportation and aerospace that this approximation starts to fail. To me this game moving seemed like running in a regular Euclidian space game.
@@chrisfarmer4397 For the most part it seems almost like travelling around on the surface of a remarkably small sphere, but the game world is actually larger than it appears.
Very strange
@@MGSLurmey One of the NPCs even says that everything looks loo big and too small at the same time.
except that dev explicitly said he did NOT want to make entire new game engine for this
it is Unity with scripts instead
I tried it in VR, it was just as trippy. It didn't make me motion sick, but the smallest things became noticeable. A square building had ~70° corners, and making four 90° turns does not take you to where you came from. Weirdest of all, I usually have a good sense of direction and location, but this game gets me completely lost all the time.
This game has VR support ???
People with a good sense of direction often achieve that by building a mental map, which this game undermines unless you're used to building non-euclidean mental maps.
Someone who tends to navigate by landmarks might actually have an easier time navigating this game.
@@SuperAlgae That’s what I was going to say, landmarks will make this much easier to not get lost.
@@SuperAlgae I could feel my brain reworking it's most basic assumptions when I played.
A square in the lobby area actually has 60 degree corners. But in the maze area, the squares have 72 degrees. And in spherical geometry, there are 120 degree corners.
I played this for 4 hours straight in VR and when I took the headset off my equilibrium was f**ked and I passed out trying to walk down the hallway.
HAHA There should be a corner of the internet where people share their funniest experiences in this game!
that checks
Woah haha
That is what Arthur Square from the movie Flatland: The Movie, from his 2D universe, felt when he got into our 3D universe lol
Btw, when you described angles changing, they aren't actually changing. Basically a pentagon has 5 right angles in this reality and because of that, a planar surface can't be depicted in a planar surface of our reality. The warping is just what happens because of how the map is translated into Euclidean geometry.
This made my head hurt whereas I could mostly watch the video without thinking too hard. Thanks. :(
@@NelielSugiura Agreed, although I like that there's a logical solution
I think you mean yakludian
You CAN have a regular pentagon with 5 right angles, but not all of them are like that.
All regular pentagons have angles that are GREATER than 108 degrees (108 is the measure of an angle in a regular pentagon in Euclidean geometry).
So you can have a pentagon where all the angles are nearly 180 degrees, so like 179.999.
HOWEVER, the area of the pentagon will be determined by the angles.
It's not like Euclidean geometry where you can make a shape and then scale it up or down and maintain the angles. So a regular pentagon with all the angles equal to 179.999 would be quite huge, and one with angles of 108.001 would be very small.
On small scales, hyperbolic and Euclidean geometry don't differ much.
@@f5673-t1h I'll be honest, I feel like this was too vague for me to understand. Were you saying that in Euclidean geometry a pentagon could have 5 right angles?
RCE: Spells Euclidean correctly.
Also RCE: "Now what is "Eucludean"?"
Me, a physicist: Please stop.
Somewhere, a mathematician is having a meltdown.
I had to pause the video for a minute there...
That's me! I'm the one who lost his fucking mind for a minute
Mathematician here. Can confirm his pronunciation of Euclidean was painful.
That's what they deserve for putting letters into my numbers in high school.
@@darthplagueis13 see, that's why you do higher level math. Numbers stop being mixed in with your letters. Although, you do Greek letters mixed in.
Disclaimer : this game is not compatible with flat-earthers and architects
But the map is flat
This game is what flat earthers would use to prove that the earth is flat, and it only looks round because all the photos are from a fisheye lens.
@@pyrotechnika308 just like the earth
@@ArifRWinandar Actually this world is flatter than flat. A circular cutout of earth has a circumference shorter than pi * R * 2, while a on a flat planet it would be equal. In this game the diameter is significantly larger.
I would counter that it is _only_ compatible with flat-earthers and architects, because it takes a disfunctional brain to comprehend hyperbolic space.
Real civil engineer proceeds to walk in a circle
Real civil engineer:" Is this a never-ending path?"
while it might be a circle, there's more than 360 degrees of a circle
Wait until you hear about horocycles
@@sergey1519 No, circles are still 360 degrees, it's just that the circumference increases far faster than in euclidean space
@@FlamingKetchup is that actually true? I feel like if a pentagon has 5 sides, each being 90 degrees, summing to a total of 450 degrees, then intuitively a circle would have 450 degrees instead of 360, would it not? why would that not be the case?
@@sheep4483 One full rotation is 360 degrees by definition. Also, the pentagon has less, not more, total interior angle compared to Euclidean geometry (where it has 540 degrees).
This is the first time watching someone play a game that makes me carsick.
right? I thought I was weird.
Are you in a car?
Yeah me toooo hehehe
same
😁😁😁
"Euclidean geometry" means "Geometry where all 5 Euclidean postulates hold true". That is you can draw a line through any 2 points, which make up a line segment, you can draw a specific circle using a line segment for a radius, all right angles are geometrically congruent and parallel line never intersect. Basically all that usually sums up to "Sum of angles in a triangle is always 180°". On a surface of a sphere, for example, the sum of angles of a triangle is always MORE than 180° (and the larger the area of the triangle - the closer it is to 360°), so surface of a sphere small enough to notice this discrepancy is a good example of a non-Euclidean geometry.
And yeah, I do believe I feel significantly more comfortable in those than poor Euclidean Matt ^^;
i wonder if explaining it using metric spaces would be essier
@@mastershooter64 explaining - sure, understanding tho...
@Heather Petersen More fun, I agree
RCE and the world of spherical coordinates, take away his triangles and what does that make him?
An architect
Very confused.
Shhh! Don't tell him that the angles in a triangle no longer equal 180...itll hurt more
nothing haha
Genius playbou billionaire philanthropist
"The computer did mushrooms before it rendered" - Best Matt Quote of 2022
I think this idea has potential for big open world games. Imagine seeing a village in the distance that looks like it’s a mile away, but you can walk to it in under a minute.
Non-euclidean spaces have always confused me so much but this game does a great job of showing how it would work in reality. Very cool!
take shrooms and you’ll see it in reality
Just wait till the non-euclidean ads show up.
Earth is non euclidian
@@fish3977only very slightly because of its mass distorting spacetime. It's not really measurable even
This game will trigger your motion sickness.
Also a great example of how Anti de Sitter spacetime works. The map is actually based on the most famous conformal compactification of Anti de Sitter Space. MC Escher's circle limit 4.
Yeah I was really confused about the repeated mentions of non Euclidean geometry as If that isn't what we encounter literally every day.
This is what everything looks like when I take my Glasses off.
@@Jon-id7ki TBF, the world doesn't _look_ non-Euclidean to our casual observation. We all think of it as Euclidean, and of course engineers like RCE use Euclidean geometry in their work, so something like this, where the non-Euclidean-ness is blatantly obvious, is likely to seem weird.
*Pi is exactly three!*
crowd gasps
Wait, dS or AdS ?
As a physicist, this is why we make fun of engineers.
As someone with a mathematical background, same.
As a software engineer, I am now glad we are not considered "real" engineers. If that's a real engineer, I don't want to be one.
As a writer, I enjoy how there seems to have been an architect-engineer-physicist tier system established.
It's not really that trippy or confusing, right? Maybe I'm just too used to quantum mechanics, relativity and fun maths in general to find this complicated
It's too important for him to understand it lol stop trying
I've been following the development of this game for ages, so watching someone finally play it is insane
dude if 3-D space with a metric other than the eucledian metric is trippy af imagine what playing games in a 3-manifold without constant curvature would be like
Time to start a drinking game. Everytime RCE says "I'm tripping bwalls", take a swig/shot. Then by the end of the video you'll see the game like normal!
you would die. he says it like 70 times. (thats a guess)
LMFAO GFHGJHKJHGJFHDGJHJGHFDGFSDGFHGHJ
RCE about geometry: The cornerstone of engineering.
Also RCE, this time about a square object that is taller than it is wide: That was actually a cube.
:D
If you go into the game, there's a bit where you go up a short distance (to clean windows), but when you look down, everything looks far away.
In the z-axis, distances are exaggerated. So this may really have all the edges of the same length, but it just looks taller (hence a "cube").
@@f5673-t1h it's neither, it's vertices are less than 90° in that reality, so it is really considerable a cube?
@@f5673-t1h No, I don't think there is an axial bias. It's just somehow surprising to go up a short distance and find that the entire rest of the things in the world are within a tiny visual angle. In reality, the same phenomenon occurs when traveling horizontally: Go some distance into any of the different regions adjacent to the path, then look around, and you see that the region is almost all around you, and the way back is through just a narrow range of directions.
@@alessiobenvenuto5159 it isn't a cube, it has right angles and you need to turn 5 times 90° to get around it. It is a pentagon prism, idk how to name it properly in English, I tried at least.
That is not a cube, it has right angles and if you get that hyperbolic geometry in your mind right from devs videos (as I did rewatching videos 3 times in a row) you will clearly see it as a prism with a pentagon as a main plane. Idk how to describe it in English, but I think you got what I meant
This games really makes you FEEL like humanity is such a limited vessel for consciousness.
You just need to learn a bit of math.
This game makes me feel like I haven't studied enough math
We are adapted to comprehen the real world. Everything beyond that is novelty
6000 hours in vr, and I can’t make it past 3 minutes watching this video without getting motion sick, this game is something different, I’ll leave it running because I love you and watch time matters but Jesus, that’s a lot to handle.
Having finished it on a regular computer, I can say that while you do get used to the perspective, it screws with your head for a couple of minutes when you go back to walking around the real world.
I was going to say, jokingly, “I can’t wait until they release this game in VR”…
Welp, apparently they already did.
The game was made intended bo be VR, so... Don't need to wait
gotta prepare the vomit bucket
I was saying the same thing, now I have to buy it :(
Could you imagine a game like this, but it's the opposite, your tiny, and everything around you is massive until you move towards it
In this game’s case VR is Vomit Rocket.
Few weeks later he will be like im addicted to this game
"real life is starting to look weird to me"
@@recurvestickerdragon "I mean, how do things look so close to me even though they're at 5 feet distance? That's weird"
Non Euclidean geometry is amazing I eat non Euclidean geometry every day non Euclidean geometry is the best geometry there's nothing wrong with me
Mad respect for covering this, I'm a big code parade fan and he really deserves the publicity.
Honestly wasn't expecting RCE to cover this on release, but thank you!
This game is so cool, I followed its development since the beginnings.
I fucking love non euclidian geometry. You take three turns, all right angles, and you come back to where you've started. It spits in the face of regular geometry
That's spherical geometry (positively curved space) which folds round on itself (see the farm level). The rest of Hyperbolica is hyperbolic space (negatively curved space) which goes waaaaay the other way. :)
Hyperbolica is set in a non-euclidean (you-clid-eee-in) space. Euclidean space is flat, like a sheet of paper. Spherical space curves away from you in all directions. Hyperbolic space has a saddle or Pringle shape to it. Because of this, angles appear "distorted" compared to what we expect.
On a sphere, parallel lines always eventually cross. On a hyperbola, they diverge.
On a sphere: the angles of a triangle always add up to a number greater than 180° (2π radians). On a hyperbola: less than 180°.
Notable for this game is the fact that a straight line is no longer the shortest distance between points. An arc is.
Thanks!
This actually gave me a headache watching, sorry man have to pass this one by. Have fun!
Same, I actually gave up 6 minutes into the video because I felt sick.
It might just be me but for some reason i felt like moving in this game felt more organic than any other game ever. The walking around and perspective just felt natural and realiztic even though the art was crazy
I somehow understand what you mean. It feels more like looking at the world through real eyes rather than a flat screen
The thing with hyperbolic space is that its curved in a weird say so that theres more "space" at a given distance than you expect
its opposite of eliptical space where there's way less "space" at a given distance
I think a good way to think about it how I see it at least is if you were to print the entire world onto a stretchy fabric or like a balloon with a print on it (uniflated) everything is scrunched up but as you move around its like pressing your thumb to stretch what is around you or more so imagine a large ball forcing the "fabric" to stretch and expand around it. The ball is your perception of space.
Basically think of it like render distance in normal video games but if everything past the normal render distance instead of not existing was just make closer and closer together and it unfolds/uncompacts as you move to it and folds/compacts as you move away.
Ok, now we need this engine to be used in the creation of a more "realistic" Lovecraftian horror game. Man, imagine actually getting to SEE the Mountains of Madness in all their true non-Euclidian glory. Now I see what he was talking about when he was always going on about "strange angles" and such.
I find in such a game if you mentally split the world into "nodes + paths between nodes"it becomes much more easy. No longer are you wondering "left right" but instead it's just a node you walk to given a premade path. Works especially since this games seem to happen on a flat surface anyways.
This didn't seem too bad to me. It's basically "the further away from you a line of unit distance is, the longer that line appears to be." Get closer and that distance appears to contract.
Lines diverge in this space, you can have 5 squares around each vertex, and equidistant surfaces curve.
@@legendgames128 although I like the concept of the game, this isn't a "ooh ball I'm tripping damns!" kind of game.
It's more of a FOV game, if you were a 80-90's kid where your icons were all rocking that sick ass fish eye lens in their clip then this will look pretty "normal".
A 90 degree angle will look less then 90 the further you are from it, and it will be more the closer you are... all the way up to 0 to 360 with a 360 degree lens.
I like RCE and I like this concept for a game, but this video felt like smoking a joint with a narc "WOW I CAN TASTE PURPLE!!!!" (after drinking a cup of water before lighting up the joint)
@@svampebob007 Actually, a 60 degree angle will look like a 90 degree angle from far away. A 90 degree angle would look obtuse from far away. Also, it isn't all FOV effects, the geometry really is different than that of Euclidean geometry. You have an infinite number of parallel lines to any one line (not possible in Euclidean geometry), curves whose points are equal distance to a line (not possible in Euclidean geometry), and places that seem small at first can actually turn out to be really big.
As a skateboarder who has watched many, many hours of video through fish-eye lenses...this doesnt actually look all that strange. Sure its not normal compared to the way our vision works, but i just dont get that "trippy" feeling from it.
It's not really the fish eye effect that's tripping me, but rather navigation. Like you walk a path with four 90° angles to the right, you expect to be back where you came from but nope! There's a fifth corner. And your rotation changed.
The farm in spherical space was the trippiest to me
I love how he talks about dead ends in the maze when they clearly just do a distorted curve at the end
First minute I was like oh that sounds like a cool idea, as soon as you took your first step I was like "NOPE!" And instantly transported back to being in the back of my dad's Mondeo driving down to Cornwall and being sick every 100 miles 🤢
feels like 3d unwrapping a sphere and then applying that to the render so it's like a flat plane but then you're still walking on the sphere so it rewraps around you. IDK, it's so god damn trippy.
The geometry is actually hyperbolic- As in, any given square has 5 right angles!
It's the opposite of a sphere
@@proideot 2 conflicting definitions of a square in hyperbolic space.
Square definition 1: 4 equal sides and 4 equal angles.
Square definition 2: 5 equal sides and 5 right angles.
The best explanation I can think of is that it's an anti-sphere. If you follow the lines on the earth heading from the equator to the pole, they seem parallel at the equator, but meet up at the poles. So in a way it's as if the space between them gets shrunk as you walk along them. This is a hyperbolic space so the opposite is true. The lines that seem parallel at first, get further and further apart, so it's as if more space gets created between them. So looking into the distance, in your field of view, it seems as if the space is small, but it actually gets bigger and bigger the further you go.
Oh wow, just in time the dev published the game and you played this game!
I've been watching the development progress, love to see it accomplished
Watching him jump on the trampoline made me just realise that the dev probably messed with the projection matrix for the trippy scale effects
Hearing engineers pronounce euclidean makes the math major in me cry
3:03 my exact thoughts as I recently got a VR headset, but played this game before it arrived. My brain, too, was not ready.
Don't you just love it when your regular pentagon has five right angles
An example of hyperbolic space (used in this game) is that a square still has 90 degree corners, but has 5 sides
This seems to use something similar to the poincare disc model.
Essentially, the entire universe is projected onto what to us looks like a finite space - this is why distant objects appear flattened against "walls." The near side of them is already so close to this outer edge that its far side can't be displayed as being significantly further away - even if the object is infinitely long.
It's a super wide angle GoPro vlog! You can see everything but recognize nothing. Exactly what I wanted to see while eating. 😵💫
This perception is like if you would stare at the drawing and than go inside of it. So close and yet distant, small but actually big.
I absolutely love the concept of No-Euclidean spaces but watching this as someone who is extremely prone to motion sickness is incredibly difficult.
the lore of this game is equal parts hilarious, cool, and terrifying, depending on what parts you look at.... kinda like hyperbolic geometry!
0:25 it has to do with space.
3:28 it looks 3D to me. Just very exaggerated proportions.
5:11 they are probably not dead ends.
There should be a nausea warning. O my god. I feel like I am going to puke.
You too? I went to the bathroom just in case 🤦♂️
I've spent multiple hours in VR without taking the headset off, many times. I've gotten a little bit motion sick from games like Super Hot and that older grapple swinging one, but it was mild and infrequent.
I played this game in VR for about 10 minutes then spent the next 2 hours laying in bed praying for the merciful embrace of death. It was the most nauseous I've ever been without the help of dangerous amounts of alcohol.
I'm really curious if it's possible for someone to acclimate to Hyperbolica in VR, if they took it slowly enough and for a long enough time. Like the backwards brain bicycle. But then I imagine going back to our Euclidean reality would be an utter nightmare. So no thanks!
Fun fact: Due to the spherical nature of the earth, ALL terrestrial geometry is slightly non-Euclidian!
Your mom is non euclidian.
Sea navigators noted this centuries ago...
@@TheMeanAdmin Fair play, however, RCE didn't note it at all :3
Due to the electromagnetic nature of brains: with the right software, technically the Large Hadron Collider could get you super high
@@BinaryArmorOnline He's an engineer, not a scientist - he's been trained to think rigidly enough to make sure the infrastructure he builds on specific scale will be built with minimum resources and remains standing for as long as needed. I was more disappointed in his performance dealing with Baba is you o_O
RCE, the thing about hiperbolic space is that it can fit more stuff than euclidian space, the dev made videos about it and explained this concept. He also explained that, to make the game work he had to create a new way to define position, because game engines are all euclidian
You should try hyperrogue, it’s the precursor to this game and has some crazy visualizations
Love that game, even if the final quest is really difficult.
"How big is the game world?"
"Yes."
Cool video as always, looks like an interesting game! And I reckon Euclidean is hard to explain. Just as a friendly note, but it's spelled 'Euclidean', not 'Euclidian' (so 'ean' at the end) and is pronounced "yoo · kli · dee · uhn" (missed the kli sound in particular) :).
@@gregoryvatrano2981 You can have any kind of geometry (Euclidean, hyperbolic, spherical, elliptical) in any number of dimensions > 1 (in 1 dimension there are no parallel lines and all are equivalent). The 3D geometry you're used to in real life is, for practical purposes, Euclidean, though relativity says that it is in fact a non-flat geometry of non-constant curvature, which makes it none of the above.
Edit: I got a bit carried away on a tangent, but the point I originally wanted to make was simply that Euclidean and hyperbolic spaces also exist, not just planes. This game uses a hyperbolic space whereas most games use a euclidean space, and some specific games like flight simulators might (I have no idea if they do as it might not be worth the effort) use spherical/elliptical geometry for representing the space on and above an entire planet.
The curvature of space is locally determined by mass-energy density, with empty space having negative curvature and space with a lot of matter having positive curvature. Positive curvature corresponds to spherical/elliptical geometry, while negative curvature corresponds to hyperbolic geometry, but technically in spacetime you actually use Minkowski space, de Sitter space and anti-de Sitter space for zero, positive and negative curvature respectively. I think these are just to account for time not being quite the same as a spacial dimension.
So locally in spacetime, geometry is not necessarily Euclidean, but since you can only get space to be so empty, strong positive curvature is much more common than strong negative curvature. For instance, black holes and other massive objects cause parallel lines going around them to intersect, which we know as gravitational lensing (and it allows us to see the same object to both sides of a black hole when it's actually behind it). But on the largest scale we can measure, the universe appears to be almost perfectly flat-that is, the density of the *entire* universe appears to be almost exactly equal to the 'critical density' that results in flat spacetime, as the parts with a lot of mass (like galaxies) are so much smaller than the massive amounts of empty space between them that they cancel out.
i played this game in vr for too long and now im confused by the euclidean space around me
I feel like throwing up just watching you play matt, this game truly created by architect
It's a 450° world. There're five 90° turns to complete the the cycle
Hmmm, it must be the VR version that makes this make more...or I guess less sense. This wasn't very different looking than most first person games other than scaling on a sphere. Every time you said "it's so weird" I was like..."what is"? Maybe it's different when controlling it as well. Who know's, but it was fun listening to you be uncomfortable!
I think playing it must feel very weird. Normally if you go forward, right, down, left, you’ll end up back where you started, and looking in the same direction. Here if you did that, you would still be a unit away from where you started and looking in a different direction (I think 90* rotated). Also normally the shortest difference between two points is a straight line, but here it’s a curve, and it can be really really curvy.
Yeah it looks like it's just got super wide pov or uncommon focal length... I'm not sure what else there is to it.
Agreed, all the comments of people getting nauseous confuse me. Just looked like watching a Quake pro play with high FOV
All of you who are confused, look specifically at how the maze section looks compared to the overhead map of it. It's essentially the same layout as 4D space, with four 90-degree turns not actually adding up to a full 360 degrees.
With high FOV in a normal euclidean environment, you can move forward 10 spaces, left 10 spaces, back 10 spaces and then right 10 spaces and end up at the same position you started. In this game, you'll still be 10 spaces away and facing a whole 90 degrees off without ever turning the camera.
It's *similar* on the surface of a sphere, and technically moving around on Earth is a bit like this, but the scale makes all the difference.
Edit to expand on it a little: try to imagine it's Minecraft, but instead of squares, it's pentagons, and the corners of the pentagons are all 90 degrees, not 108. It makes it seem weird because there's just too much surface and too high angles to fit in a flat plane, hence why it looks like a sphere, and why straight lines are actually curved (much like a 5-sided square.. or 90-degree angled pentagon, would need curved edges to be possible.)
Just try actually navigating in this game yourself, then say the same thing, I DARE you. 😁
An interesting visualization of the hyperbolic plane. I actually just finished the lecture about hyperbolic space in my last semester and when you have experience with how "straight" lines work in hyperbolic space, this really makes sense.
"What is euclidian" he asks given that the game is non euclidian but he never asked what is bolica which I assume is a group of testicles
hyper-trippin'-bolica :)
Ooh, as someone who took few Non-Euclidean geometry classes in college, this is really fascinating. But I only got whole picture once you got map
I love how he says he follows the dev yet pronounces "euclidean" so badly...
so to explain non-euclidian space simple:
a square normally has 4 90° corners. so if you walk around four corners, you will end up where you started.
in a non-euclidean space a square has more than four 90° corners. so if you if you go around four 90° corners you will not have reached the starting point. and the further the distance you walk, the more the space can stretch.
which is why the little path at the beginning looks short but is long and why the jungle maze is so trippy. because a square got expanded to at least a pentagram and our sense of space doesn't know how to properly compute that.
hope that helps a little.
You could try a game called sfs - SpaceFlight Simulator. Basically a 2d less complicated version of kerbal. It is also free. It's a mobile game btw. Really fun and not addictive.
Yes he needs to try that and build a failure like every architect that roamed the Earth!
Also there's a PC version under development!
Its been a while since I've looked into this stuff but if im not mistaken the way it breaks reality is like this:
Imagine you have a 4 way intersection. These would be 4 paths each at a right angle to one another.
To make it noneuclidian you basically add more paths but keep them at right angles. If you're saying "thats impossible because there's only 4 right angles" you're right if were talking about our normal world.
In this sense I guess you're sort of packing in more space per area, hence the extreme perspective shifts. Its likely pretty much all those paths in the forest are in fact right angles, they just don't look like it until you reach them
Euclidian for me is basically [REDACTED]. Anyway, seems fun to see Matty get trippin once in a while, waiting for the knobbest shape, and slowly turning him into Architect.
In non euclidean space, the most direct path isn't always the fastest
Please could you play stormworks?
I'd imagine this would be a million times worse if the hyperbolic geometry also applied in the third dimension.
Huh, I don't understand what is wrong, everything seem normal to me 😐🙁
3:00 you can see the way they did it, using cleverly made and placed images and smoothely alternating between areas, your actually inside of a cylinder and your cilinder just changed every time you get close enough to the wall
nah bro watch the devlogs, this shit is much crazier
Watching this being coded and explained was awesome. Now someone playing is just sugoi... nyan desu yo
Non-Euclidian spaces like spherical or, in this game, hyperbolic, doesn't reserve the angle you travel : up-left-right is not the same as right-left-up.
Total angle of triangle in spherical coordinates are often not 180 deg, but, more, depending on the size of it.
Likewise, in hyperbolic coordinate, it's often less.
Spherical, parallel lines meets.
Hyperbolic, parallel lines diverges.
Funny first comment
Lol
Yes
4:23
The entire reason you’re tripping out this entire time is because Euclidean space is putting more stuff in your stuff, there’s a really cool video where he creates a game engine to run it, and creates stuff like houses that have 4 rooms but only actually 3, or 4 rooms but actually 6 rooms, etc
That's a little different, though. It's not a consistent geometry like in Hyperbolica. As in e.g. the _Portal_ games, it's just using portals to, essentially, glue parts of Euclidean space together. People like to call that sort of thing "non-Euclidean", which is technically true, but really, it's more like not strictly geometric.
Was going to say, this almost emulates correct point of view in a video game...looks weird when you play it because you're not used to it.
"The computer did mushrooms before rendered" JHJGAHKJHGJFHDGFHGJHKJ
Sir his name wasn't Euclud, it was Euclid.
Took me a little but to understand how the world was working but now that I understand how it works it makes perfect sense...
If you imagine the world is an arch, and you're always standing at the top, as you walk along, the world travels up and over the arch which is always under you.
Does that make sense to anyone or did I explain it terribly? X'D
to the best of my knowledge, an example of non-Euclidean space would be you on one corner of a pentagon path. to you the path looks like its at a 90 degree angle forming a square but you cant see the 5th corner, so you assume its a square and think if i go along the path four times ill end up back at the start. since the path is a pentagon with observable 90 degree angles, you dont end where you started.
Fun drinking game. Take a shot every time he says "I'm tripping balls".
You will pass out before 6-minute mark.
Euclidean space is space where the angles of a triangle add up to 180 degrees. In hyperbolic space, the curvature is negative, so the angles don't quite reach 180 degrees, and approach 0 as the triangle gets bigger. In spherical space(like the surface of earth), the curvature is positive, so the angles exceed 180 degrees and approach 540 degrees as the triangle gets bigger and more like a circle.
I always feel like I understand how this way of space works and I feel like I grasp the basics... But then again my brain just can't work with these kind of inputs
My brain can follow what's going on reasonably well, but does make me feel queasy.
It was my favourite thing to find out that all our geometry is Euclidean. Makes it really fun thinking about non-Euclidean geometry.
The whole video feels like you’re zooming in as you walk forward lol
Imagine combining these geometries with horror elements to make a game.
To summarize hyperbolic space: it's space where each square has 5 right angles in it. Everything else bends around that. Nothing's changing actively but the game is trying to put noneuclidean space onto euclidean space (a flat plane, i.e. Your screen) which naturally leads to weird distortions.
Before I see the thumbnail, I've read the tittle and closed my eyes and said "Please! Please be Hyperbolica... Please be Hyperbolica" and it was... YESSS!
I thought it would be really cool if maps have to be collected, and they are flat planes rather than a projection map...
it would show you how the projection translates to something familiar,
and would be cool to see the unexpected directions you move in on a plane
So glad to see this game, I've been watching the developement for a long time. Basically in this world it takes 5 90degree turns to make a full rotation.
I actually had to look up Euclidian not that long ago because I was listening to Lovecraft and SCP stuff a lot. Very interesting and led to some other things I heard but never actually knew, like Pythagorean and Thale's theorums.
That one kid in class: Can you break the rules of geometry? Hyperbolica: Yes!
7:30 -- That's an onager, no? And before people chime in: Yes, onagers are catapults. If this was a car thing it's like asking if that was a Ford Mustang when someone points out a car -- Not all cars are Mustangs.
Every place has more space around it than in our universe. A circle in this space can be two steps across and a hundred steps around its perimeter. or a thousand.
In order for a circle to be drawn like this on our universe, it has to be on a piece of paper that gets really wavy near the edges to fit all that extra perimeter in the folds of the waves. But in the world of this game, that same paper lays flat, because it has the same curvature as space does.
But I'd say my favorite part is making five squares share a corner without distorting them.