In my experience the Ikea store is literally A Line from the entrance to the exit and the only branching paths are to shortcuts to other parts of The Line
I'm quite surprised such technology hasn't really been used in mainstream games, to replaced loading screens, area transfers, or just to create interesting puzzles.
Loading screens aren't just to get you in a separate cell. Their main purpose is to load and unload alot of things in the world space that aren't needed at that moment so as to save on processing power, therefore allowing the game to run more smoothly or with lower grade hardware.
@@t2force212 I know, but considering processing power of modern hardware, and also the fact that majority of games these days are taking place in huge, open worlds where assets are loaded in either immediately upon starting, or using various rendering tricks, developers still for some reason use loading areas, when there isn't really anything to load. Like Lara Croft games, or Far Cry or whatever, when developers have you just crawl through some cave for a minute or two. Of course, there is some loading of assets happening, but for the majority of the time it's more about controlling the pace of the game, rather than actual processing. It simply would be much more interesting to circumvent that with such non-euclidean spaces, rather than just holding "W" for like 2 minutes while your characters crawls through the cave for no reason.
yessss right exactly and make the monsters fractal generated too just the right characteristics of colour and shape and movement that cause subconcious ohmygodterrors YES :D
I'm imagining a horror, survival game that doesn't advertise it's non-euclidian geometry, and it has it in the most random spots. imagine just finding some little hut that appears to have four rooms, but then you panic when the door suddenly disappears, and you keep running around, not yet realizing you're going deeper into the infinite space. That's just one little idea that pooped up in my head and I know for a FACT horror games, if any, will be the ones to push this concept to its limits.
Actually what drew me to this vid, I want to make a game that pulls from The Shining shot with the "impossible window" and Marathons handful of bizarre impossible geometry moments that gave me the creeps, with obvious inspiration from House of Leaves and MyHouse.wad (which in itself is an excellent exploration of this format in a horror setting)
@Axion The secret night shift IKEA employees need to become a popular creepypasta. I'd genuinely love to see that Edit: Guys I get it, it's already on the SCP wiki. I've read it.
There's actually a VR game that uses this and it's incredible You're wandering through a maze in a dystopian metal pipe world with different robots roaming the halls and you don't use your stick to move at all, you have to physically walk into spaces Played it like a year ago forgot the name but it's on Sidequest. Edit: Just found it it's called Tea For God and it's free
It was one of my favorite games when I was new to VR, as I would get motion sick when using the joystick. It has now come out on the official store, and the free version has been renamed to Tea for god demo.
@@castonyoung7514 Look at how copyright laws work: they don't protect ideas, just the execution of them, i.e. the applied skill bringing an idea to life. That is what they protect. Why? Because ideas without execution are ultimately worthless.
On that topic, watch out for me, any game i make is gonna rock the boat. Its why i watch videos like this, why i play runescape and ingress, and why i want to make my own operating system
oh my god, this is so useful! My mind was immediately thinking of all the puzzle game levels you could make with this. When you had the tunnel that lets you go downwards to go uphill you could add balls that roll down the loop forever, and then you could use that to power infinite energy generators, etc. etc.
it doesn’t matter how many times i watch this, the almighty algorithm will still put it in my recommended again. and you know what? i’m gonna watch it again
Build Engine worked like this. Rooms were connected by "portals" and the portals could be fairly arbitrarily placed, so you could have tunnels that "pass through" another room and so on. Fabian Sandlard did an interesting teardown.
This would be incredibly useful in a horror game. Even this completely harmless video with light atmosphere and joyful music is already creeping me out
These are the sort of trippy spaces that I think most Backroom/Liminal games are missing. It'd be really cool to see these sorta of illusions happening in very realistic spaces.
Not to devalue cp, he is an amazing programer. But i actually think that writing a rendering engine is something that every programer should do at one point or another. It's actually a pretty approachable topic, and there are thousands of resources online. And doing it can expand your knowledge a lot and also help you understand how a major part of what you computer regularly does truly works So while it is impressive, it is also a thing that almost anyone who is interested in programing and graphics should try to do at some point! Also, I'm not saying that it is easy, but I am saying that the fact that it is hard shouldn't prevent you from trying anyways
@@sebastiangudino9377 that sounds about right. I just enjoyed how he was kinda humble about it and just wanted to share what he made. I have no interest in writing programs so it was cool to hear
I heard about a campaign that had a similar idea a long time ago, the basic premise is that you are trapped in what is essentially an infinite mansion with all the maids in the kingdom trying to serve their masters (which aren't there) by doing random things and hoping that it will work in an endless cycle of servitude so your party has to put an end to the one who did this, i think that the dm had to make 100-200 different rooms each with new rules and conditions (they were doing it through discord using to a lot of writing talk boards to get ideas), on the second last room you find a teleportation device that sends you to the top of the mansion which puts you face to face with the demon queen, assuming you win, you will find out that she used hundreds of mana boosters to summon all the maids in the kingdom but she miscalculated the amount of mana and ended up creating the mansion with the non euclidean space
I love this. I want to make a horror game with this engine, where the non-euclidean nature is never expressly mentioned, but slowly introduced until it's impossible to ignore. the dawning horror as you realize things aren't making sense. exquisite.
and after that you have to plug the red wire into the socket to make sure the engine boots at launch. Wrap the green wire around it's coil that sits directly beside the A button. After you put the back shell on, place the battery in the slot. Screw the Vr26 Jeeper back up and press the reset button. If everything worked according to plan you're device should show a thumbs up sprite. Plug the HDMI port into a monitor and wait three seconds. If it boots up on TV your in the good side. If it doesn't boot in less then 5 seconds quickly unplug. This can severely damage your TV and possibly start a fire
@@vonvision I've seen it, I'm thinking more along the lines of it being a mechanic that isn't the focus of the horror, i.e. it's something that is happening in addition to the primary struggle. in my mind, that would make it much harder to notice taking place than if it were the primary draw.
They did something like this in Rime. They had a hallway that would extend forever so you could keep running, but as soon as you turned around, then again, a wall would appear. And another was this big room with multiple hallways that would loop to completely different entrances than intuition would suggest
I remember that room from rime! There was actually an end to that tunnel iirc, i got an achievement running all the way through haha. Man i miss that game
If somebody is interested in a game that already uses a similar engine with the same logic then try "Antichamber" in the game they use pretty much all of the thing he showed in the video but with puzzles you need to solve.
Also Senua. Some of the puzzles utilise this broken kind of reality. There are gateways which display the same environment, but different raven runes and enemies.
I started it with similar recommendations and I was disappointed. The non-euclidean puzzles appear in several first stages of the game but then all diversity of puzzles shrink to "fire this gun to spawn cubes" without anything geometrical related in mind
This is a huge thing for a gaming engine. It would make level design with hidden parts a whole lot easier. I love how natural straight angles in bent space still look. Amazing demo, thank you!
@@TheMrDemonized dear god thank you. This technique is ancient, and its used even in cases where you dont have to make it explicit that it will be used to represent non euclidean geometry. Its amazing to see how ppl are glorifying things that they have no clue about XD
Or alternatively, for a shortcut, just go around once counterclockwise. The in-between of the rotation is a kind of seedy place, though. You could also go 8 times clockwise.
Layers of Fear had some of these aspects, like turning corners in hallways five or six times before leaving the hallway the same way you entered (or something to that effect).
Oh, this is very, very interesting. That last remark about VR is something i've thought about some time ago and was wondering if such idea could work - amazing to see someone else not only to have same idea but make proof of concept too! Great work!
The difference is good VR isn't a gimmick. This could only be useful or practical for horror and puzzle games anything thing else and it'd be completely forced and unnatural.
@@chaosmorris5865 That depends on how used to it players are able to get. That would only happen if it's already widely used, which is unlikely, but it could occur gradually on a small scale. Then developers could choose whether and how to implement it in their games in ways that improve the experience (or don't, depending on your opinion). In any case, it's highly situational, and would almost certainly remain niche. My point was purely that you shouldn't dismiss the concept so quickly, since there's nothing about it that's objectively different from normal space.
I think the idea of expanding rooms for more accessibility. However, I think it would be less disorienting if you had a logical explanation as to why this happened. Imagine a game where you have to do things in different rooms. You could have a non-euclidian mechanic that looks like it is in euclidian space, say, each room has a staircase that goes up or down. Walking through the staircase brings you to the next room.
non euclidean geometry is just the caddyshack quote “the shortest distance between two points is a straight line in the opposite direction” brought to life and i love it.
There's an indie game called "Tea for God" that actually applies this principle to VR. I loved it. After a while, it did feel like I was progressing in a world without using movement controls.
the next alice in wonderland game looks great as a game programmer myself, ive never seen anything so stunning, yet when you explained it, have it be so simple, literally just 3 components, a solid that teleports you, a camera rendering to a texture, and a render texture, and just using those 3 pieces very intelligently creates something so complex to understand
@Samuel Prince Don't you just "teleport sound" just like you teleport the player? Get the sound value at the first portal and create a sound source with the same intensity at the other portal? I know nothing about engines, just brainstorming.
As a sound designer/producer with a good amount of use with frequencies and also knowledge of quantum physics, I feel like our ears would be blown out by the inconceivable distortions and unpredictable rates of cycling/ panning / phasing / redundant or random echos and reverb / etc. (I still want to know very badly.) EDIT: It actually might just be largely silent to us, like a human dog whistle.
Plenty of games with non Euclidean geometry already exist, and awesomely enough there's one for VR called tea for god. It's really hard to do TfG justice with just words alone, I suggest you go look it up, it's seriously amazing
@Samuel Prince I need to take a break from this video and comments cause my mind hurts. I'm amazed and wow'ed, but I need to take a few minutes to breath.
I think it's called "shattered lights", they do this perfectly, you size up your play area before starting the game and it will resize the play area to suit. So if you have the smallest possible play area it will still work. It was such a cool concept when I first played it, feeling like you just keep moving through different rooms when you're really just circling the real room your in.
I used to pretend that pillar mechanic was a real life thing when I was a kid. If I were following my mom thru a crowd, I’d need to weave in between the same people she did or I’d end up lost in a parallel dimension.
Woah yeah! I used to believe that whenever I went through these two trees in my front yard, I would be transported to another world!....... that just happened looked exactly like the regular world😅
There is actually a short-horror story about that, it goes somewhat like this: "When I was a child I used to believe that spin-jump in front of a mirror will take me to a parallel universe. I don't know if I even came back the last time." Sorry if it doesn't have a 'horror vibe', but I am writing from memory, tried to find the story but didn't have luck.
“Where’s the bathroom?” “So what you want to do is go around the column clockwise three times, then go through the six rooms to your left, and then go through the shrinking tunnel so you fit through the door.”
@@نوافالحربي-ث1ف3م Really? I wrote it myself, so I'm curious who else separately came up with exactly the same comment as I did. I don't know if there's any good way to link to comments on youtube, but I might be able to search for their name?
isn't this is the problem, there are so many nerds and the founder are nerds too. They know they are be replaced by any people with adaqaute skills so they can start more projects while employees do the technical works, this is how start-up grows. therefore, it is easily to find a person you know well with adaquate skill then trying to judge a person that may has a higher skills than the guy you know. Since the process of judging a particular applicants can intorduce more works than it could save.
I want a non-euclidean FPS so bad I can taste it. That demo at the end where one room contained many would make an amazing map. I hadn't imagined entire vr maps that fit in your play space
It's sad because the area would still be limited to your room size. So open world is harder (I don't understand why they do teleporting instead of walking around with the joysticks)
@@festivebear9946 They teleport you because fluid motion, as with the joystick, who is seen by the eyes but not felt by the body, would create bad cases of motion sickness in everybody
@@rvsen5351 but motion sickness in drivers? I mean, it would be like just you being a car driver. People who can drive won't get motion sickness? I suppose, at least
@@rvsen5351 Hmm, maybe. I've played with controller only and it worked completely fine (tbf it was only a tech demo for an hour so I can't really judge). But it felt much more intuitive and natural than teleporting and easier than running around your room scared you're going to slam into something (REALLY breaks immersion)
I saw this and thought “that’s pretty cool I guess” and then you mentioned the VR idea and my mind was blown. This could completely change VR, and you solved the one big problem with virtual reality. I really hope you get this out there, and developers can use it. Very cool.
I could see this working well for a puzzle or horror game that uses it as a main gimmick, structuring levels in a way that feels like you're in a very large labyrinth yet never leaving a small area in real life.
well honestly the problem still remains, it doesnt work with large rooms or long corridors. but you could make infinite space if you kept going in circles. if you have one like 100m long corridor you would have to turn around every x meters in order to continue forward, so that's fucky too.
0:43 imagine if somebody who got their house from a shady, mysterious landlord ended up living in a space bending, science defying non-ecludian house and they just never notice lol
Lmao i remember this mf where i was in a kinda white-avory house and each time i left a room i would en up in the same room, but i could always see the front door through the door of the room, and never get there. Scary af
in my dreams entire worlds can fit in boxes or behind staircases. I always thought I’m crazy since I discovered that there’s actual math for this I don’t feel so alienated anymore
holy shit the puzzle game possibilities are just multiplied hugely. That VR demo is just brilliant. If there spossibilities to progress both clockwise and counterclockwise it wont feel like youre constantly walking around one way.
He created the non-euclidean using OpenGL, which is very poorly on graphics compared to unity. He didn't want to apply textures as that's not the point of the vid and would only take unnecessary time
“So I tried to run it on Orion404 but the file was still too big. And the milkyway just wasn’t working out for me so I made another one. Why do I keep making galaxies?”
I used EXACTLY this same trick in a Blender game engine demo I wrote years ago to represent the impossible geometry in Atari Adventure from a first person 3d perspective! I only just now found this video though.
I’ve always wanted a big open-world game where everything is surreal and not the way it’s supposed to be. Hopefully this is a sign that it could happen soon?
I don't think it would be that hard. Set some waypoints and count the distance, but you will lose some of the facilities, for example, A* would be broken
(I have no knowledge of pathfinding code) Wouldn't it work the exact same until you get to a portal where you could just code "move this direction until x happens" with x being either a point on the other side of the portal Sort of just a switch between normal ai movement and a cinematic movement now that I think about it
@@nrico6666 it's actually really easy, someone else invented the whole concept and all you have to do is come in and mush things together to get something that resembles AI in order for people with less knowledge to worship you... the Codebullet guy does it in an ineffective and hacky way and introduces no novel insights or methods, puts little to no thought into what he's doing before he does it, and many people could do it better than him, so I'd consider that dumb :P
@@DAR3_TO_WIN i noticed right away too. My best guess is its to do with how you think, im pretty used to thinking not the usual way. One example would be: Youre driving a car really fast, and there is 2 people in front of you, one old, one young. What do you hit? The brakes
Cool idea, with or without VR. You could have some "quantum sense" ability that helps you through the level when you get stuck, but maybe you can only use it every so often, so time in the game yields help to get further along. Then it's up to the developer if the length of time increases (takes longer) as the player continues deeper and the world gets more difficult. Maybe there's a procedural way to make it last forever. It's the anti-escape room, escape room. Then the bragging rights are I made it to level xxxx on "Escape to Euclidean" which is also an ironic title because really you're just digging yourself deeper into Non-Euclidean reality. My percentage is small and I'm value-added. ;)
It isn't as hard as you'd think :)) it obviously requires some knowledge of basic programming however. (I'm not saying you'll be able to make the next Crysis engine with basic programming).
Yeah, engine writing isn't too hard. For an analogy, you can can call a wooden plank with rusty nails a "boat" as long as it still floats, even if it isn't as fun/practical/fast as a proper boat. That's not to say that you don't need a decent chunk of programming knowledge, or that it could be thrown together in a single day/week, though.
Yes, it's a thing companies used to do before they realized it was cheaper to just cram everything into the same engine for 20 years with minor patching to hold it together.
fun fact: Ikea stores are the only place in the world with non-euclidean floor planning
@@johni0018 Euclidean geometry applies to 3D and higher as long as all flat planes within it follow euclidean geometry
In my experience the Ikea store is literally A Line from the entrance to the exit and the only branching paths are to shortcuts to other parts of The Line
Don't mention the creepy employees without faces and with disproportionate limbs.
@Slimeustas The Slime King They're not a big deal as long as you can find a settlement and inspect all traded goods for limbs.
SCP?
imagine buying a 4-room house then it turns out to only have 3 rooms
Trial version. Buy subscription.
You could simulate this with large mirrors
Kinda like having a 12 car garage but only having 6 cars
That's New York real estate.
House of Many Ways
Apparently this is being reccomended to a lot of people. Antichamber is a game like this. It's on steam and it is phenomenal
I was just gonna say it reminded me of that
Antichamber is based on Echochrome from the PS3
Also superliminal
can confirm, antichamber is incredible
I was gonna say that xd
I'm quite surprised such technology hasn't really been used in mainstream games, to replaced loading screens, area transfers, or just to create interesting puzzles.
Probably too hard to make and uncomfortable to play
Loading screens aren't just to get you in a separate cell. Their main purpose is to load and unload alot of things in the world space that aren't needed at that moment so as to save on processing power, therefore allowing the game to run more smoothly or with lower grade hardware.
@@t2force212 I know, but considering processing power of modern hardware, and also the fact that majority of games these days are taking place in huge, open worlds where assets are loaded in either immediately upon starting, or using various rendering tricks, developers still for some reason use loading areas, when there isn't really anything to load. Like Lara Croft games, or Far Cry or whatever, when developers have you just crawl through some cave for a minute or two. Of course, there is some loading of assets happening, but for the majority of the time it's more about controlling the pace of the game, rather than actual processing. It simply would be much more interesting to circumvent that with such non-euclidean spaces, rather than just holding "W" for like 2 minutes while your characters crawls through the cave for no reason.
would do nothing for loading screens, it’s still the same amount of data that needs to be processed (and split up by loading screens)
superliminal
You could create some really good horror games with this concept.
like a horror based labyrinth?
yessss right exactly and make the monsters fractal generated too just the right characteristics of colour and shape and movement that cause subconcious ohmygodterrors YES :D
Not a horror one, but strange one nontheless is build around it, it's called antichamber
Or a
backrooms dude
This has potential to be some of the most mind bending VR games possible, im kind of scared of the prospect
There is already at least one be game like this! It’s called tea for god and it’s available on sidequest (idk about steam)
Maybe if a game like Superliminal was in VR. That would be awesome!
You’re pretentious
@@morgiewthelord8648 How is he pretentious?
@@NightmareBlade10 Right? Dude's got "the lord" in his name, who's he to talk?
"Wheres the toilet?"
"Five times around the corner."
LMFAOOO
very underrated comment
i read "toilette" with an italian accent automatically
Galih Sadewo same, I was gonna say that it sounds like a very fancy way of referring to the least-fancy part of a house
"don't forget to loop through the hallway a few times or you wont fit."
I'm imagining a horror, survival game that doesn't advertise it's non-euclidian geometry, and it has it in the most random spots. imagine just finding some little hut that appears to have four rooms, but then you panic when the door suddenly disappears, and you keep running around, not yet realizing you're going deeper into the infinite space. That's just one little idea that pooped up in my head and I know for a FACT horror games, if any, will be the ones to push this concept to its limits.
Actually what drew me to this vid, I want to make a game that pulls from The Shining shot with the "impossible window" and Marathons handful of bizarre impossible geometry moments that gave me the creeps, with obvious inspiration from House of Leaves and MyHouse.wad (which in itself is an excellent exploration of this format in a horror setting)
pooped up
myhouse.wad
@@KorvekKorborjordordoni also realized
Finally, a game that can capture what it’s like to shop in an IKEA
“The store is now closed.”
Genius
It's just an engine, but yeah
@Axion The secret night shift IKEA employees need to become a popular creepypasta. I'd genuinely love to see that
Edit: Guys I get it, it's already on the SCP wiki. I've read it.
scp 3008
This would be great for a Alice in Wonderland game.
cool idea
We need an Alice Madness Returns Remake
Or Labyrinth by Jim Henson.
666 likes lol
I like the comment but I want to keep it at 666 likes
Grandpa: "Back in my day, we didn't have euclidean planes of existence."
Yes you had them, what you didn't have were the non euclidean ones 😊
The joke
Your head
Grandpa Lovecraft, you're so wacky
@@ChunkyTheClown LOL I only got that one cuz i remember a person making a video bout lovecraft
gotta admit i laugh
There's actually a VR game that uses this and it's incredible
You're wandering through a maze in a dystopian metal pipe world with different robots roaming the halls and you don't use your stick to move at all, you have to physically walk into spaces
Played it like a year ago forgot the name but it's on Sidequest.
Edit: Just found it it's called Tea For God and it's free
tea for god my beloved
It was one of my favorite games when I was new to VR, as I would get motion sick when using the joystick.
It has now come out on the official store, and the free version has been renamed to Tea for god demo.
The most dumbest comment...
I just commented about the game and look down to see someone already commented this, glad to know it's well known.
Is it on steam? Also how much space do you need to play it?
"this a weird one" I think we were already beyond that. I used to imagine if things like this could be developed. Awesome job.
Everybody is stealing my ideas!
@@castonyoung7514 Look at how copyright laws work: they don't protect ideas, just the execution of them, i.e. the applied skill bringing an idea to life. That is what they protect. Why? Because ideas without execution are ultimately worthless.
Stefan Badragan I think he was joking.
On that topic, watch out for me, any game i make is gonna rock the boat. Its why i watch videos like this, why i play runescape and ingress, and why i want to make my own operating system
@@MrKahrum a man of sheer dedication and willpower
"I couldn't do it in Unity so I had to make my own engine." Ah yes the simplest solution
"Why do i keep writing engines"
Actually it is 😅
I couldn't use cement to build my house so I invented a new type of cement
I did the exact same thing in unity. Was kinda fast and simple imo .. but props on hin for writing his own engines
That's same as me. I couldn't do something in Unity so I just made my own engine and it's much better than Unity because I can do anything I want :D
oh my god, this is so useful! My mind was immediately thinking of all the puzzle game levels you could make with this. When you had the tunnel that lets you go downwards to go uphill you could add balls that roll down the loop forever, and then you could use that to power infinite energy generators, etc. etc.
Thanks for showing me this guy's work lol
try fragments of euclid,
anti chamber
Antichamber is pretty wekk known actually
Oh hello Cary!
2:17 This is funny because I remember saying as a kid "uphills are tiring, what if it was only downhills"
same bro 😆
"And notice how you can see both objects at once" is the kind of stuff you only say if you've spent weeks on hunting bugs and crashes to make it work
True
"please, god, notice how you can see both objects at once"
This takes lots of time, but actually these portals have a decent amount of information available about them
omg plz look :'(
@engineer gaming Two months late.
People are talking about how this would make a great puzzle game. It would make a god tier horror game.
Yeah like if youre in a house running away from something and the rooms repeat
basically PT
It is already used in horror games
69th like
it is already a puzzle game,it's called antichamber.
I can imagine horror games will have a field day with this sort of thing. You've got serious lovecraft alien geometries potential here.
Some levels of Duke Nukem 3d have this kind of non euclidean spaces
Layers of Fear have something like this. Environment changes around you when you're not looking.
there is in The evil within 2
House of Leaves!
@@nm645 Same with the original Prey from 2006.
Oh god imagine getting stuck in an infinite room Non-Euclidean house, you think you're walking in circles, but in fact you're just going deeper in.
that's just a fae portal lol
MyHouse.wad
just go back around once you realize
Gives Left-Right Game vibes
200th like
it doesn’t matter how many times i watch this, the almighty algorithm will still put it in my recommended again. and you
know what? i’m gonna watch it again
It's the fourth time since this has come out for me
Now you can be sure it'll recommend it even more often, it's the nature of the beast.
Dude I think you're inside a recursion
same
Evidently UA-cam is a non-Euclidean website
1:40 Imagine what it feels like to hug that pillar. You can't touch your arms, but they are in the same place relative to you.
damn good catch, would be creepy af
@hosyt an*
Mindfuck
@hosyt Are you okay?
@hosyt that's not a glitch
Finally, we can have a spongebob game that contains his house.
Sooo true
Even his gigantic library
YES
I love y'alls enthusiasm! 😄
In A Pup Named Scooby Doo, Scooby's doghouse is like this.
Build Engine worked like this. Rooms were connected by "portals" and the portals could be fairly arbitrarily placed, so you could have tunnels that "pass through" another room and so on. Fabian Sandlard did an interesting teardown.
This would be incredibly useful in a horror game. Even this completely harmless video with light atmosphere and joyful music is already creeping me out
It just feels so unnatural
There actually already is a VR horror game that uses some of these concepts called Shattered Lights, it really is terrifying.
Thats layers of fear for you
Antichamber also reminds me of this.
There is a horror ,,Cube'' which use similar idea (forth dimentional cube).
I need a non euclidean highway to work...
But the fun is gone
Granted but u get the longest route
@@Kyacko thanks asshole genie!
Plot twist: you already have the long one
This is the most dad comment I’ve seen
2:08 "This is a weird one"
Bro, everything was already weird before
Aizxiuzh he lives in a non-euclidean dimension.
These are the sort of trippy spaces that I think most Backroom/Liminal games are missing. It'd be really cool to see these sorta of illusions happening in very realistic spaces.
“No big deal, just wrote a new engine.” That’s pretty cool
Not to devalue cp, he is an amazing programer. But i actually think that writing a rendering engine is something that every programer should do at one point or another. It's actually a pretty approachable topic, and there are thousands of resources online. And doing it can expand your knowledge a lot and also help you understand how a major part of what you computer regularly does truly works
So while it is impressive, it is also a thing that almost anyone who is interested in programing and graphics should try to do at some point!
Also, I'm not saying that it is easy, but I am saying that the fact that it is hard shouldn't prevent you from trying anyways
@@sebastiangudino9377 that sounds about right. I just enjoyed how he was kinda humble about it and just wanted to share what he made. I have no interest in writing programs so it was cool to hear
@Serendipity code parade...?
@Serendipity grow up
@@sebastiangudino9377 no offense but I'd rather die.
“I can cram an infinite amount of space into any finite space” sounds like such a flex
I heard about a campaign that had a similar idea a long time ago, the basic premise is that you are trapped in what is essentially an infinite mansion with all the maids in the kingdom trying to serve their masters (which aren't there) by doing random things and hoping that it will work in an endless cycle of servitude so your party has to put an end to the one who did this, i think that the dm had to make 100-200 different rooms each with new rules and conditions (they were doing it through discord using to a lot of writing talk boards to get ideas), on the second last room you find a teleportation device that sends you to the top of the mansion which puts you face to face with the demon queen, assuming you win, you will find out that she used hundreds of mana boosters to summon all the maids in the kingdom but she miscalculated the amount of mana and ended up creating the mansion with the non euclidean space
@Crocoduck u look lik an idiot
@Crocoduck you really let one word anger you that much wow lol, get flexed on
@Crocoduck bad
@Crocoduck you seem like a sad person
I love this. I want to make a horror game with this engine, where the non-euclidean nature is never expressly mentioned, but slowly introduced until it's impossible to ignore. the dawning horror as you realize things aren't making sense. exquisite.
sounds like an excellent lovecraft game
@@Smith-if8sn I know right, there are not many good Lovecraftian horror games anymore, and it's so hard to structure a game on cosmic stuff too.
and after that you have to plug the red wire into the socket to make sure the engine boots at launch. Wrap the green wire around it's coil that sits directly beside the A button. After you put the back shell on, place the battery in the slot. Screw the Vr26 Jeeper back up and press the reset button. If everything worked according to plan you're device should show a thumbs up sprite. Plug the HDMI port into a monitor and wait three seconds. If it boots up on TV your in the good side. If it doesn't boot in less then 5 seconds quickly unplug. This can severely damage your TV and possibly start a fire
@@vonvision I've seen it, I'm thinking more along the lines of it being a mechanic that isn't the focus of the horror, i.e. it's something that is happening in addition to the primary struggle. in my mind, that would make it much harder to notice taking place than if it were the primary draw.
@@milly- again, seen it, not what I'm talking about
They did something like this in Rime. They had a hallway that would extend forever so you could keep running, but as soon as you turned around, then again, a wall would appear. And another was this big room with multiple hallways that would loop to completely different entrances than intuition would suggest
I remember that room from rime! There was actually an end to that tunnel iirc, i got an achievement running all the way through haha. Man i miss that game
If somebody is interested in a game that already uses a similar engine with the same logic then try "Antichamber" in the game they use pretty much all of the thing he showed in the video but with puzzles you need to solve.
Also Senua. Some of the puzzles utilise this broken kind of reality. There are gateways which display the same environment, but different raven runes and enemies.
Also Disoriented
Noted
to a certain extent also Superliminal, sadly its still "coming soon" on Steam but its available on Epic (the only game I've bought on Epic 😂)
@@giffardjustin Yeah Superliminal uses non-euclidean concepts, it's pretty smooth. I'll have to try the others people have suggested.
Imagine an FPS that utilizes this. Having to fight someone on non-Euclidean geometry would be really interesting.
three mins into the fight: confusing confused confusion
@@rendor6037 The whole server:
*confused screaming*
there would be a lot of sniping being done on themselves because the man they saw peeking behind the corner was actually themselves.
Portal 2 has some non-euclidean custom maps on the steam workshop if you want to test how it would feel in a first person setting yourself
Quake on that map would be like 5D blitz chess.
Create a horror game with this engine, a horror game that both scares and confuses the f**k out of the player
Brilliant idea.
YES
YEEEEEEEEEES
I'm not sure if it's the same but there's a game called "Hektor" that sort of has that
omg the most overdone idea ever 😧😨
The puzzle game "Antichamber" was based around being non-euclidean. Well worth playing, especially if this kind of design interests you
I started it with similar recommendations and I was disappointed.
The non-euclidean puzzles appear in several first stages of the game but then all diversity of puzzles shrink to "fire this gun to spawn cubes" without anything geometrical related in mind
Played it three times, awesome game.
This is a huge thing for a gaming engine. It would make level design with hidden parts a whole lot easier. I love how natural straight angles in bent space still look. Amazing demo, thank you!
If you are interested in this kind of thing, you should check out Antichamber. It's a puzzle game based around non-Euclidean geometry
Portal rendering goes as back as Duke nukem 3d and other build engine games and probably even further, so no its not a "huge thing"
@@TheMrDemonized dear god thank you. This technique is ancient, and its used even in cases where you dont have to make it explicit that it will be used to represent non euclidean geometry. Its amazing to see how ppl are glorifying things that they have no clue about XD
check the game Superliminal
Can you show me how to get to a gas station?
"oh yeah just go around that lightpole 4 times counterclockwise then that other one 3 times clockwise"
Or alternatively, for a shortcut, just go around once counterclockwise. The in-between of the rotation is a kind of seedy place, though. You could also go 8 times clockwise.
This guy: Non-euclidean game engines
Horror game makers: *heavy breathing*
Jesus no dont give them ideas
A Freddy krüger horror game with such things who make you confused while youre trying to hide. Goal: stay alive until the next morning
I remember some parts like this in layers of fear
Layers of Fear had some of these aspects, like turning corners in hallways five or six times before leaving the hallway the same way you entered (or something to that effect).
YES
Oh, this is very, very interesting. That last remark about VR is something i've thought about some time ago and was wondering if such idea could work - amazing to see someone else not only to have same idea but make proof of concept too! Great work!
Imagine a survival adventure game like this where the world constantly warps around you
True horror
I wonder how it would work, tho
What would be the rules of this world
There's a game with similar mechanics called Superliminal
@@tcroft that's just puzzle, and antichamber is a great example too.
@Gemtem Layers of Fear does it a lot, pretty decent horror game
"Instead of banging our heads against walls trying to make VR more realistic, let's just break reality."
I approve of this plan.
The difference is good VR isn't a gimmick. This could only be useful or practical for horror and puzzle games anything thing else and it'd be completely forced and unnatural.
@@chaosmorris5865 That's because you're not used to it. It's just as natural as our space is, it just has different rules.
@@Nat_the_Chicken Alright then tell me how this could actually benefit games in a non gimmicky way.
@@chaosmorris5865 That depends on how used to it players are able to get. That would only happen if it's already widely used, which is unlikely, but it could occur gradually on a small scale. Then developers could choose whether and how to implement it in their games in ways that improve the experience (or don't, depending on your opinion). In any case, it's highly situational, and would almost certainly remain niche. My point was purely that you shouldn't dismiss the concept so quickly, since there's nothing about it that's objectively different from normal space.
I think the idea of expanding rooms for more accessibility. However, I think it would be less disorienting if you had a logical explanation as to why this happened. Imagine a game where you have to do things in different rooms. You could have a non-euclidian mechanic that looks like it is in euclidian space, say, each room has a staircase that goes up or down. Walking through the staircase brings you to the next room.
This is what it feels like to look for the bathroom at your friends house
Ok
Lol
Multidimensional friends
Is it possible to love a comment on someone else’s channel?
@@spazzls4090 I wish lol
non euclidean geometry is just the caddyshack quote “the shortest distance between two points is a straight line in the opposite direction” brought to life and i love it.
“I’ll show you the door.”
“I can find it.”
“Probably not.”
ua-cam.com/video/IRKYFER9xrE/v-deo.html 91853
@@shutshut90 stfu
@@shutshut90 fucking bot
@@shutshut90 Shut
@@shutshut90 Shut Shut
There's an indie game called "Tea for God" that actually applies this principle to VR. I loved it. After a while, it did feel like I was progressing in a world without using movement controls.
82F GDY I got sick after a while of playing it
the next alice in wonderland game looks great
as a game programmer myself, ive never seen anything so stunning, yet when you explained it, have it be so simple, literally just 3 components, a solid that teleports you, a camera rendering to a texture, and a render texture, and just using those 3 pieces very intelligently creates something so complex to understand
I have seen stuff like this in my dreams for decades now. Glad that someone has made some tools with which I can now demonstrate them to others.
my grandpa was simply built different, living in a non-euclidean plane of existence
k
BUILT DIFFERENT
1000th liker
1,148th liker :)
what's the joke
This dude's a timelord, he can do dimensional engineering
I WANT TO LIKE BUT ITS AT 69 RN
Yey its at 90, have my thumbs up
@@I_need_a_repair lmao that was a lot of likes in a short timespan
You meant _transdimensional_ engineering, right?
This made me smile way to fucking hard :)
i swear this is what those trampoline places felt like when i was a kid
Or the Chuck E. Cheese play area made of nets and tunnels and things
there was this museum with giant legos and I had no idea what was going on so yeah this is relatable
Stop stalking me
Was I the only kid terrified of those places?
@@voestalpine27 no you should stop stalking
"I can cram an infinite amount of space, into any finite space."
Me, immediately without thinking: Well, that's annoying. Don't do that.
Now if you can engineer how sound echoes in a non-Euclidean space, you’ve got yourself a game! Seriously! Do it, it’ll be awesome!
@Samuel Prince Don't you just "teleport sound" just like you teleport the player? Get the sound value at the first portal and create a sound source with the same intensity at the other portal? I know nothing about engines, just brainstorming.
As a sound designer/producer with a good amount of use with frequencies and also knowledge of quantum physics, I feel like our ears would be blown out by the inconceivable distortions and unpredictable rates of cycling/ panning / phasing / redundant or random echos and reverb / etc. (I still want to know very badly.)
EDIT: It actually might just be largely silent to us, like a human dog whistle.
Plenty of games with non Euclidean geometry already exist, and awesomely enough there's one for VR called tea for god. It's really hard to do TfG justice with just words alone, I suggest you go look it up, it's seriously amazing
@Samuel Prince I need to take a break from this video and comments cause my mind hurts. I'm amazed and wow'ed, but I need to take a few minutes to breath.
@@jaredhonusankrom but sound isnt governed by quantum physics, is it?
Wow this is awesome! A VR horror game that happens entirely in a non euclidian space the size of a room would be very cool
I think it's called "shattered lights", they do this perfectly, you size up your play area before starting the game and it will resize the play area to suit. So if you have the smallest possible play area it will still work. It was such a cool concept when I first played it, feeling like you just keep moving through different rooms when you're really just circling the real room your in.
Tea for God does this well, not entirely horror but is still a crazy experience
@@bjgames2842I wasn't able to finish the game. Absolutely fucking terrifying but amazing
They could mae a Backrooms vr, that would be amazing
tea for god
I used to pretend that pillar mechanic was a real life thing when I was a kid.
If I were following my mom thru a crowd, I’d need to weave in between the same people she did or I’d end up lost in a parallel dimension.
Woah yeah! I used to believe that whenever I went through these two trees in my front yard, I would be transported to another world!.......
that just happened looked exactly like the regular world😅
as a kid is a reasonable guess. You never know what dimensions are there in the universe you are born
There is actually a short-horror story about that, it goes somewhat like this:
"When I was a child I used to believe that spin-jump in front of a mirror will take me to a parallel universe. I don't know if I even came back the last time."
Sorry if it doesn't have a 'horror vibe', but I am writing from memory, tried to find the story but didn't have luck.
This seems to be something a lot of us believed in some shape or form.
For sure it is real you usually just end up somewhere similar enough to where you came from that you don’t notice any difference.
This was awesome. The bit where you moved around the columns especially reminded me of the puzzle game Antichamber.
“Where’s the bathroom?”
“So what you want to do is go around the column clockwise three times, then go through the six rooms to your left, and then go through the shrinking tunnel so you fit through the door.”
Underrated comment lol
Non-euclidean houses sound awesome.
Stolen, bad comment
@@نوافالحربي-ث1ف3م Really? I wrote it myself, so I'm curious who else separately came up with exactly the same comment as I did. I don't know if there's any good way to link to comments on youtube, but I might be able to search for their name?
Sounds like the adams family to me
"Hey guys, I've created an engine that will break your brain"
Lowkey felt a headache developing as I watched
The missile knows where it is at all times. It knows this because it knows where it isn't.
He kept his word
Zinriusminazen yes
You aren't kidding. As well as a stomach ache.
do this, with vr, with horror. trip some people out.
Yes! Create a game out of it!!!
this would be such a good horror game
Call of cthulhu: exploring rl’yeh
"The Backrooms" :)
Aaaa
a vr game like this would blow people away, even playing seated racing games im vr is very immersive, image how this would make you feel.
Imagine a non euclidean maze. It would totally break your spatial awareness
Imagine an imaginary menagerie manager imagining managing an imaginary menagerie.
Can't break what I never had.
Youd just have to experiment a bit to learn the rules before you get to solving the maze.
@@baronvonbeandip "how much could a wood chuck chuck, if a wood could chuck wood"
Just keep following the left wall. A wise dude told me that once. It always works for me when I'm in a maze :D
This is just a job application in disguise
And a damned good one.
Like dude just email this to valve and you’ll have a really really good job 👍
Are we pretending valve makes games now?
Unfortunately companies don't hire based on skills.
isn't this is the problem, there are so many nerds and the founder are nerds too. They know they are be replaced by any people with adaqaute skills so they can start more projects while employees do the technical works, this is how start-up grows. therefore, it is easily to find a person you know well with adaquate skill then trying to judge a person that may has a higher skills than the guy you know. Since the process of judging a particular applicants can intorduce more works than it could save.
I want a non-euclidean FPS so bad I can taste it. That demo at the end where one room contained many would make an amazing map. I hadn't imagined entire vr maps that fit in your play space
Play antichamber. It's literally what's shown here but as a full game from 2012
It's sad because the area would still be limited to your room size. So open world is harder (I don't understand why they do teleporting instead of walking around with the joysticks)
@@festivebear9946 They teleport you because fluid motion, as with the joystick, who is seen by the eyes but not felt by the body, would create bad cases of motion sickness in everybody
@@rvsen5351 but motion sickness in drivers? I mean, it would be like just you being a car driver. People who can drive won't get motion sickness? I suppose, at least
@@rvsen5351 Hmm, maybe. I've played with controller only and it worked completely fine (tbf it was only a tech demo for an hour so I can't really judge). But it felt much more intuitive and natural than teleporting and easier than running around your room scared you're going to slam into something (REALLY breaks immersion)
Dude you're so freaking creative. This is so amazing!
Nothing’s weird. I’m an interior designer and 5 rooms in 2 rooms apartment is usual customer’s wish.
Андрей Савлюк have you tried using non Euclidean space? It’s a little more expensive ‘tho
@@sorrefly How much does non-Euclidian space go for per-square-foot?
You: Im sorry, thats not possible..
Customer: WHY NOT? MAKE IT POSSIBLE
Yeah let me just edit the laws of physics real quick! lol.
😄🤣🤣👍👍
@@clownworldhereticmyron1018 😄🤣🤣👍👍
I saw this and thought “that’s pretty cool I guess” and then you mentioned the VR idea and my mind was blown. This could completely change VR, and you solved the one big problem with virtual reality. I really hope you get this out there, and developers can use it. Very cool.
It would screw with people's sense of space I think.
You would still need a large-ish room with no obstacles, or tell people to go play it on their backyard. I really wish VR arcades took off.
I could see this working well for a puzzle or horror game that uses it as a main gimmick, structuring levels in a way that feels like you're in a very large labyrinth yet never leaving a small area in real life.
well honestly the problem still remains, it doesnt work with large rooms or long corridors. but you could make infinite space if you kept going in circles. if you have one like 100m long corridor you would have to turn around every x meters in order to continue forward, so that's fucky too.
@@4.0.4 They exist in most big cities but there are just too expensive (usually $30 an hour)
Meanwhile in another dimension: -
"Schrödinger is still searching for his cat in his 10 by 10 room."
He is also simultaneously NOT searching for his cat in his 10 by 10 room.
Not if we look at him.
@@linezero9016 If we positively observe him, does that mean we are being observed as well?
@Alpostpone only of our observer was previously observed
*10 by 10 by 10 by 10 by 10
0:43 imagine if somebody who got their house from a shady, mysterious landlord ended up living in a space bending, science defying non-ecludian house and they just never notice lol
Sorta kinda describing House of Leaves
“Today we shall describe those nightmares that have nothing directly dangerous in them but are somehow far more terrifying than anything hazardous.”
Lmao i remember this mf where i was in a kinda white-avory house and each time i left a room i would en up in the same room, but i could always see the front door through the door of the room, and never get there. Scary af
For anyone looking for a game that features non-Euclidean geometry, try Antichamber.
nah , try superliminal
antichamber fucked me up man
Antichamber, Portal, portal 2, and a whole myriad of horror games from years ago.
Moment Valley too, I guess?
The Stanley Parable has a bit of those too, specifically on the Adventure Line part
This engine could accurately recreate my dreams.
in my dreams entire worlds can fit in boxes or behind staircases. I always thought I’m crazy since I discovered that there’s actual math for this I don’t feel so alienated anymore
Feldenkrais with Alfons I mean, you should’ve stopped feeling alienated when you realized that this is how everyone’s dreams are...
And also compliment them, what you learn could that your concept of that world into whole new dimensions. Both mentally and subconsciously.
@@ImprovingAbility
Detective Brad: "What's in the box?"
You: "Some chick's head."
Detective Brad: "Okey-doke. it's my job to ask."
You occupy actual space..
holy shit the puzzle game possibilities are just multiplied hugely.
That VR demo is just brilliant. If there spossibilities to progress both clockwise and counterclockwise it wont feel like youre constantly walking around one way.
So you can finally simulate an IKEA in this?
As a Swede I couldn't agree more.
Eh, probably.
SCP-3008 is real now
I was thinking that you could simulate the tardis.
Vaporeonus 3008
Remember Lewis Carroll’s Alice tried to go away from house but she came back to its doorstep every time? This is how it could look like.
I thought of Alice in Wonderland too
*Something’s wrong with your Minecraft.*
Roberto Grigoraș
𝑰’𝒍𝒍 𝒂𝒍𝒘𝒂𝒚𝒔 𝒃𝒆 𝒘𝒂𝒊𝒕𝒊𝒏𝒈 𝒇𝒐𝒓 𝒕𝒉𝒆𝒎, 𝙘;
This is not a Minecraft raytracer from this vid: ua-cam.com/video/0pmSPlYHxoY/v-deo.html
LordCandyAndy
_i don’t trust links._
He created the non-euclidean using OpenGL, which is very poorly on graphics compared to unity. He didn't want to apply textures as that's not the point of the vid and would only take unnecessary time
So no, this is not Minecraft
2:03 ah so thats what my mom sees around that weird pole thing
Huge shoutout to UA-cam for recommending this to everyone, this is actually really cool.
I only found this cuz I was looking at hyper rogue.
I just noticed that with the 2019 update to unity, this is now easy with unity
Let's praise our algorithm god 🙏
@@henritaas9997 Why? They are censoring flat earthers, q-anon, and reactionaries... 😂😅
@@fahimp3 shush the algorithm knows what's better for us 🙏🙏
"It was hard to do it on earth so i made another planet to do it."
"why do i keep creating new planets?"
“So I tried to run it on Orion404 but the file was still too big. And the milkyway just wasn’t working out for me so I made another one. Why do I keep making galaxies?”
This video is 5 minutes long, but it feels like it's 20 minutes
Non euclidean time
@@Wynnie1121 Imagine waiting a full hour only to actually travel a minute lmao
@@forehand101 lol yeah
@@Wynnie1121 beat me to it
@@forehand101 school
I used EXACTLY this same trick in a Blender game engine demo I wrote years ago to represent the impossible geometry in Atari Adventure from a first person 3d perspective! I only just now found this video though.
I’ve always wanted a big open-world game where everything is surreal and not the way it’s supposed to be. Hopefully this is a sign that it could happen soon?
Dude it's called acid
Not an open world, but this could satisfy you: store.steampowered.com/agecheck/app/514900/ let me know If possible ;)
Try Antichamber, it goes in the right direction. Look it up on steam
Depending on the detail and enemy ai you want it might take a lot of computing power that most people don't have
@@zacharypeterson4178 I've know the feeling. It's called Mescaline! It's the only way to fly!
There's a game called Antichamber on steam which is basically this concept but executed on an entire game, I recommend it to everyone
Love anti chamber
Imagine trying to make pathfinding AI for this.
I don't think it would be that hard. Set some waypoints and count the distance, but you will lose some of the facilities, for example, A* would be broken
@@mementomori7160 lol
@@mementomori7160 No, I think A* would be perfect since you can set the distances between each node to be whatever you want
@@mariovelez578 Now I know it. I wrote that comment when I had only a little knowledge about pathfinding, now I know a bit more
(I have no knowledge of pathfinding code)
Wouldn't it work the exact same until you get to a portal where you could just code "move this direction until x happens" with x being either a point on the other side of the portal
Sort of just a switch between normal ai movement and a cinematic movement now that I think about it
WOW. This is actually mind blowing
Mom: can you get my wallet, it's in my purse
The purse:
It do be like that sometimes
@@reese60678 no shit tho
LOL reminded me of my youth.
I read this as "can you get my purse? It's in my wallet"
Maybe get a job
this feels exactly like being lost in an old hotel trying to find the door
The backrooms
You can check out anytime, but you can never leave.
Shining be like xD
Hotels are non-euclidian.
ua-cam.com/video/IRKYFER9xrE/v-deo.html 91853
"It's bigger on the inside."
I'm happy to find this reference!
its smaller on the outside *Clara Oswin Oswald*
L O L
Whovians: 6w6!!!!!!!!
@@caretree578 me too
man i can see massive potential for a puzzle game keep up the good work
“I hold the power of infinity in my hands.”
“Also, my computer is on fire.”
You may be able to handle infinity, but your pile of melted slag and plastic cannot.
hes like the lawful good version of codebullet
🤣🤣
More skilled too
Codebullet is a dumbass though
Yeah complete opposite of codebullet
@@nrico6666 it's actually really easy, someone else invented the whole concept and all you have to do is come in and mush things together to get something that resembles AI in order for people with less knowledge to worship you... the Codebullet guy does it in an ineffective and hacky way and introduces no novel insights or methods, puts little to no thought into what he's doing before he does it, and many people could do it better than him, so I'd consider that dumb :P
Imagine a room-scale VR escape room game but it’s non-euclidean so the room is actually a labyrinth of many many rooms
There's an exact game like that lol, it's free too
@@moonman8921 What’s it called?
@@moonman8921 what is it
@@shamrockgaming9505 Tea for God, its only a demo.
Reading lovecraft and hearing about non Euclidean areas is mind bending but seeing something similar in virtual life is amazing
There is a vr game that uses this sort of thing called "Tea for God" its like a shooter rogue like where you are in this 2x2 grid that never ends
my brain hurts ;-;
Reminded me of it too.
Yes! Exactly what I was thinking
isnt that more like the staircase in Mario 64?
So what color is it, if it's like rouge? Scarlet? Dark pink?
The three room house one was interesting from a human psychology perspective. I'm one of the people that didn't notice.
Didn't notice either. I actually didn't believe him until I started counting
Huh weird, I noticed right away, I was honestly shocked when he said that most people didn’t. I wonder why that is?
@@OliviaSNava You're not human lol
@@DAR3_TO_WIN i noticed right away too. My best guess is its to do with how you think, im pretty used to thinking not the usual way. One example would be: Youre driving a car really fast, and there is 2 people in front of you, one old, one young. What do you hit? The brakes
TommyTom21 bad day?
Imagine an "Escape Room" conceptngame based off of this. Finally, a real challenge!
NinaNinaBonita omg this would be so next level!....no next dimensional! Adding this as a chapter to my book.
layers of fear, hellblade and antichamber games had it
I would just give up and die. Just watching this demo makes my head hurt, hahaha
antichamber
Cool idea, with or without VR. You could have some "quantum sense" ability that helps you through the level when you get stuck, but maybe you can only use it every so often, so time in the game yields help to get further along. Then it's up to the developer if the length of time increases (takes longer) as the player continues deeper and the world gets more difficult. Maybe there's a procedural way to make it last forever. It's the anti-escape room, escape room. Then the bragging rights are I made it to level xxxx on "Escape to Euclidean" which is also an ironic title because really you're just digging yourself deeper into Non-Euclidean reality. My percentage is small and I'm value-added. ;)
I’ve watched this so many times, and still so satisfying lol
"A source and executable"
You are a saint. I know, I know, I should be able to compile from source, but man an exe is nice to have
It's just very time consuming to compile from the source.
Unless you are on linux, where you just have to compile. Or is there an appimage?
@@realGBx64 If you're using Linux, you signed up for this life.
@@gamemeister27 It seems you never used Linux before.
@@godnyx117 no no, I have.
SOMEBODY GIVE THIS GUY A TEAM, SOME FUNDING, AND MAKE A HORROR GAME
Create a kickstarter or gofundme or whatever!
And after that an Arena FPS.
Lol k I’ll donate 45k
Non- horror
layers of fear has something of it
(Casually mentions needing to make his own engine)
It isn't as hard as you'd think :)) it obviously requires some knowledge of basic programming however.
(I'm not saying you'll be able to make the next Crysis engine with basic programming).
Yeah, engine writing isn't too hard. For an analogy, you can can call a wooden plank with rusty nails a "boat" as long as it still floats, even if it isn't as fun/practical/fast as a proper boat.
That's not to say that you don't need a decent chunk of programming knowledge, or that it could be thrown together in a single day/week, though.
He could of just used Unreal Engine...
Yes, it's a thing companies used to do before they realized it was cheaper to just cram everything into the same engine for 20 years with minor patching to hold it together.
Gamer Uprise I see what you did there
minecraft immersive portals mod looking lit 🔥🔥🔥🔥