Non-Euclidean dimensions are amazing. It’s so strange we don’t see more games using them- if only for puzzles and abstract Relativity -esque environments 😮😊
I think its pretty funny that people still keep throwing that term around even though its the wrong one Dont ask me what the proper term was I forgot years ago and dont care enough to look it back up lmfao
@@GlupShiddo Are you looking for a high level answer, because I don't have that sorry lol Euclidean space refers to his work in Elements; the basic stuff like angles of a triangle add to 180 and rays with the same angle are "parallel". In non-euclidean space -ie hyperbolic space or elliptical space or other spatial geometries... anything not flat i guess - that doesn't hold true. So angles get weird, and thus so does the mapping of space. We use angles with the spatial co-ordinates to map space onto shapes. That's about all I know sorry >
Ah yes, System Smoke 2. "Look at you smoker, a pathetic creature of weed and bong, panting and coughing as you draw fumes from my corridors. How can you chill with a perfectly baked, immoral machine?"
That's so awesome that you remember those. It kind of reminds me of those school folders from the 90s that had images of early computer animation on them, but animated.
15:29 that's steal very roam-antics. Your thiefanceé must be a very lacquery girl to have you take her for walks on the beach. That's a real display of manneqfested love.
WOOOW alot of effort went into this game even though I have not a clue what any of the titles have to do with the certain areas, confused as fuck but Wow looks amazing,
Bro this is so mesmerizing I just love it and got sucked into it minutes in. Edit: Okay scratch mesmerizing, well yes it still is but my brain fucking hurting and melting and it does not want to comprehend these shapes lmao
My reply seems to have been deleted (maybe because of the link?), so here's the title instead: Voice Of The Forest - Song Five. It's from a game music pack by MuzStation!
The horizontal FOV is so high that it makes it very difficult to enjoy these videos on a television screen. Please consider recording at 75/80° depending on the game engine.
While this is a very unique and interesting game, the environments look very lacking. The colors are nice, but they're very flat. It's hard to describe, but it's as though the walls have no finer detail to them just color and reflection and nothing else. It all looks so mute in a strange way.
@@jesseaidyn7565 Very cool! A friend sent me the link to this video, and after i watched, i replied to him that i wish studios would include experiences like this in those popular science fiction games... Impressive and mind bending! :)
It's cool I guess, but this doesn't really look like it should absolutely require raytracing. I don't see much here that can't be done with traditional methods at much less of a GPU cost.
Hi! I don't really know enough about ray-tracing to comment on that, but it seems like the ray-tracing was an integral part of the game. Apparently the dev made a creation tool specifically for the game - "a ray-traced space manipulation tool for the Unity engine".
As the person who made the game I can provide a bit of an answer. The ray tracing was indeed not mandatory everywhere and in some cases can be removed in the graphics options. For instance, it is entirely optional in the first two levels as it really only makes much better looking reflections and ambient occlusion. Afterwards, the teleportation and annihilation portals, twisted space effects, weird multicolor "textures" (they aren't really textures), the blackhole, and multi-depth reflections were all implemented with ray tracing and will simply not work without it. In some cases, you can definitely do certain things without ray tracing with "relative" ease (I mention relative because ray tracing tends to simplify a lot of those effects!), like a traditional teleportation portal, while in others, like anything that includes tons of clear and dynamic reflections, it's a much bigger challenge I myself haven't overcome yet without serious issues, limitations, or so, so much worse performances. As AlphaBetaGamer mentioned, I did make a creation tool prior to the game. The game does not truly show the whole extent of what the tool does, as this wasn't necessarily the point. But the whole idea of the tool was to generalize the concept of teleportation to be able to create volumes of arbitrary shapes and sizes where arbitrary transformations are applied to "manipulate" space. Such generalization just works extremely well with ray tracing, as you can apply whatever transformation you want to the rays. For now, I had less than a month to make this game, but I do hope at one point I'll be able to use this tool with more depth and even extend the idea with other types of ray traced effects: it was my first time seriously working with it and at least personally I found ray tracing to be not only very useful, but also really fun to develop with!
@@jesseaidyn7565 Don't get me wrong, I think that what you've made here is interesting and I'm not saying recreating this with traditional techniques would render a 1:1 copy, there would certainly need to be some shortcuts and fakery, but that the game could be reasonably approximated with traditional tech. My issue is with the whole concept of "raytracing-enabled GPU ONLY" games. For a one-off short demo to be entirely focused on the tech it's fine, but I will be pretty dismayed if the entire industry over time begins to completely neglect traditional techniques and forces the purchase of raytracing-capable GPUs onto the population total in order to be able to play at all. I like raytracing, I personally have a 4090, I get it, I just think that it should continue to feature as an additional graphical option for those who have access to the tech without leaving those without access to the tech without any options to play. Just look at the recently released Steam hardware polling results; the vast majority of people still don't have a raytracing-capable GPU of even the lowest end available. The majority of people are still using GPUs that are 7+ years old.
@@pbjandahighfive I totally get this! Wouldn't want the whole industry to force RT neither, especially not with the current state of the GPU market! I still wish though there were a tad few more attempts at using RT for more than just "more realism" :P .
It really irks me that the term Non-Euclidean is used wrongly here. it's supposed to describe a type of geometry where parallel lines diverge. Not fancy portal tricks, shaders or cheeky teleports.