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#hyperrogue — Public Fediverse posts

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  1. A new way to play HyperRogue. In the new mode, you cannot see beyond the walls, or whatever obstacles are there that block your lines of sight!

    Almost all roguelikes work like this, but it seems surprisingly rare in non-roguelike 2D games. Probably one of the reasons why roguelikes are so incredibly immersive? (Please comment with any non-rogueish 2D games with line-of-sight you know!)

    Due to the use of non-Euclidean geometry, HyperRogue does not normally need such a restriction. However, this mode adds it. It does not make the game visibly harder because a similar restriction is added to the enemies: if they cannot see you, they cannot track you! Of course, not counting the ice wolves which track you by heat (which makes them more powerful in this mode than usual), hyperbugs which track you by smell, and ghosts which track you spiritually.

    An interesting gamedev trick, by the way: HyperRogue calculates line-of-sight only for you, not for the enemies. An enemy cannot track you through tiles YOU cannot see. This may sound funny -- technically, they should not track you through tiles THEY cannot see -- but if there is a tile on the path that YOU cannot see because it is behind an obstacle, there is also one that THEY cannot see!

    #roguelike #NonEuclideanGeometry #nonEuclidean #HyperRogue #gamedev #gamedesign

  2. A new way to play HyperRogue. In the new mode, you cannot see beyond the walls, or whatever obstacles are there that block your lines of sight!

    Almost all roguelikes work like this, but it seems surprisingly rare in non-roguelike 2D games. Probably one of the reasons why roguelikes are so incredibly immersive? (Please comment with any non-rogueish 2D games with line-of-sight you know!)

    Due to the use of non-Euclidean geometry, HyperRogue does not normally need such a restriction. However, this mode adds it. It does not make the game visibly harder because a similar restriction is added to the enemies: if they cannot see you, they cannot track you! Of course, not counting the ice wolves which track you by heat (which makes them more powerful in this mode than usual), hyperbugs which track you by smell, and ghosts which track you spiritually.

    An interesting gamedev trick, by the way: HyperRogue calculates line-of-sight only for you, not for the enemies. An enemy cannot track you through tiles YOU cannot see. This may sound funny -- technically, they should not track you through tiles THEY cannot see -- but if there is a tile on the path that YOU cannot see because it is behind an obstacle, there is also one that THEY cannot see!

    #roguelike #NonEuclideanGeometry #nonEuclidean #HyperRogue #gamedev #gamedesign

  3. Our brain reconstructs the 3D scene based on the angles perceived by both eyes. So (under some natural assumptions) a human in hyperbolic space would perceive it as the Beltrami-Klein ellipsoid model -- their eyes would be at the foci of this ellipsoid!

    Note that, in the picture in [2/3], for clarity, the distance between foci was much larger than the distance between the eyes of the Princess. Here is a picture that is more accurate to the size of HyperRogue characters. The cutting plane is more "flat" and the perceived shape of hyperbolic space is closer to a B-K ball than obvious ellipsoid.

    (This was inspired by @theking's 2019 post reddit.com/r/Hyperrogue/commen abut what hyperbolic space looks like, and the "stretched B-K" result was originally proven by Magma in the HyperRogue discord -- however, Magma's proof only used continuity to show that the ellipsoid model is azimuthal in two points -- but not that they are actually foci.)

    [3/3] #hyperrogue #vr #RogueViz #nonEuclidean #noneuclideanGeometry #mathart #geometry

  4. Our brain reconstructs the 3D scene based on the angles perceived by both eyes. So (under some natural assumptions) a human in hyperbolic space would perceive it as the Beltrami-Klein ellipsoid model -- their eyes would be at the foci of this ellipsoid!

    Note that, in the picture in [2/3], for clarity, the distance between foci was much larger than the distance between the eyes of the Princess. Here is a picture that is more accurate to the size of HyperRogue characters. The cutting plane is more "flat" and the perceived shape of hyperbolic space is closer to a B-K ball than obvious ellipsoid.

    (This was inspired by @theking's 2019 post reddit.com/r/Hyperrogue/commen abut what hyperbolic space looks like, and the "stretched B-K" result was originally proven by Magma in the HyperRogue discord -- however, Magma's proof only used continuity to show that the ellipsoid model is azimuthal in two points -- but not that they are actually foci.)

    [3/3] #hyperrogue #vr #RogueViz #nonEuclidean #noneuclideanGeometry #mathart #geometry

  5. A minor, but still quite large, update to HyperRogue!

    Suggest moves after 3 incorrect attempts, grow Ivy through narrow chasms, use compasses, rulers and non-Euclidean tools in the built-in drawing tool, more intuitive touch dragging, bugfixes and more!

    github.com/zenorogue/hyperrogu #noneuclidean #roguelike #mathart #tessellation #HyperRogue #RogueViz #noneuclideanGeometry

  6. A minor, but still quite large, update to HyperRogue!

    Suggest moves after 3 incorrect attempts, grow Ivy through narrow chasms, use compasses, rulers and non-Euclidean tools in the built-in drawing tool, more intuitive touch dragging, bugfixes and more!

    github.com/zenorogue/hyperrogu #noneuclidean #roguelike #mathart #tessellation #HyperRogue #RogueViz #noneuclideanGeometry

  7. CW: A Long Day in Hell, suicide

    This game is indirectly based on #Borges' "The Library of Babel", and it's cleanly done. I appreciate that it can be played with the keyboard.

    I played for 3 days wanting something to happen, then I stopped sleeping - it gets dark. Morale dropped soon, and then I jumped. There is a ground. You need to climb a bunch of floors so that it kills you. I started holding down keys but didn't bother killing myself many times. Finally, I rerolled characters for a short walk.

    Would've been pretty cool if it were sorted like #Hyperrogue's turtle challenge, but that would defeat the point. Excellent adaptation.

    #7drl #roguelike #gamejam

  8. CW: A Long Day in Hell, suicide

    This game is indirectly based on #Borges' "The Library of Babel", and it's cleanly done. I appreciate that it can be played with the keyboard.

    I played for 3 days wanting something to happen, then I stopped sleeping - it gets dark. Morale dropped soon, and then I jumped. There is a ground. You need to climb a bunch of floors so that it kills you. I started holding down keys but didn't bother killing myself many times. Finally, I rerolled characters for a short walk.

    Would've been pretty cool if it were sorted like #Hyperrogue's turtle challenge, but that would defeat the point. Excellent adaptation.

    #7drl #roguelike #gamejam

  9. HyperRogue is now verified for SteamDeck! ✅

    A perfect game/platform match: mostly only movement so no need for complex buttons, joystick is good for its non-Euclidean movement directions, bigger screen and more powerful hardware are a better fit for the infinite world than phones.

    #roguelike #steamdeck #noneuclidean #hyperrogue #mathart

  10. HyperRogue is now verified for SteamDeck! ✅

    A perfect game/platform match: mostly only movement so no need for complex buttons, joystick is good for its non-Euclidean movement directions, bigger screen and more powerful hardware are a better fit for the infinite world than phones.

    #roguelike #steamdeck #noneuclidean #hyperrogue #mathart

  11. Oh, look! 🚨 Another so-called "mind-melting masterpiece" that can't even manage to load its own content. 😜 Apparently, #HyperRogue is so non-Euclidean, it transcends the very concept of being available to read. 🤷‍♂️
    roguetemple.com/z/hyper/ #mindmelting #masterpiece #nonEuclidean #contentfail #gaminghumor #HackerNews #ngated

  12. Oh, look! 🚨 Another so-called "mind-melting masterpiece" that can't even manage to load its own content. 😜 Apparently, #HyperRogue is so non-Euclidean, it transcends the very concept of being available to read. 🤷‍♂️
    roguetemple.com/z/hyper/ #mindmelting #masterpiece #nonEuclidean #contentfail #gaminghumor #HackerNews #ngated

  13. gotta love it when developers do that.
    go buy #hyperrogue y'all. they even offer most of the game (much more than just a demo) for free.
    roguetemple.com/z/hyper/

  14. gotta love it when developers do that.
    go buy #hyperrogue y'all. they even offer most of the game (much more than just a demo) for free.
    roguetemple.com/z/hyper/

  15. Instalé #Hyperrogue en el celular (un juego) y al seleccionar algún modo de juego simplemente se sale... #juegosandroid

  16. Developer's intention: A beautiful visualization feature!

    What the users share: A chaotic art generator! BREAK THE LIMITS! 🎨🔥

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

  17. Developer's intention: A beautiful visualization feature!

    What the users share: A chaotic art generator! BREAK THE LIMITS! 🎨🔥

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

  18. Every tile in a hyperbolic tiling is randomly colored red or blue. How far should we move to find a specific pattern (a shape constructed out of tiles, with specific colors)?

    The distance is usually proportional to \(n\), the number of tiles in the pattern -- this is because at a given location the pattern appears with probability \( 1/2^n \), and there are \(\Theta(c^d)\) possible locations in distance d.

    So, for example, HyperRogue normally displays 582 tiles, and for every specific coloring of these 582 tiles, it should be somewhere in about 742 steps (and all of them in about 753 steps). If we used symbols (26 letters + space) instead of colors and were looking for a specific message of 1000 characters, it should appear in radius 6000.

    Problem: however, it is not clear how to find such a pattern (and whether it would be still true for a given pseudorandom generator). What it the most elegant coloring algorithm with similar properties but where requested patterns can be found by following some procedure? (If you do not know how hyperbolic geometry works, might be easier to think about binary trees)

    #NonEuclideanGeometry #NonEuclidean #HyperbolicGeometry #HyperRogue #roguelike #procgen

  19. Every tile in a hyperbolic tiling is randomly colored red or blue. How far should we move to find a specific pattern (a shape constructed out of tiles, with specific colors)?

    The distance is usually proportional to \(n\), the number of tiles in the pattern -- this is because at a given location the pattern appears with probability \( 1/2^n \), and there are \(\Theta(c^d)\) possible locations in distance d.

    So, for example, HyperRogue normally displays 582 tiles, and for every specific coloring of these 582 tiles, it should be somewhere in about 742 steps (and all of them in about 753 steps). If we used symbols (26 letters + space) instead of colors and were looking for a specific message of 1000 characters, it should appear in radius 6000.

    Problem: however, it is not clear how to find such a pattern (and whether it would be still true for a given pseudorandom generator). What it the most elegant coloring algorithm with similar properties but where requested patterns can be found by following some procedure? (If you do not know how hyperbolic geometry works, might be easier to think about binary trees)

    #NonEuclideanGeometry #NonEuclidean #HyperbolicGeometry #HyperRogue #roguelike #procgen

  20. CW: high frequency sounds, hyperbolic geometry

    Using hyperbolic geometry to create a weird musical instrument.

    The drawing tool in HyperRogue lets us to draw on the hyperbolic plane; we combine this with the scrolling animation. This scrolling animation makes the pen move on the surface -- the further we are from the central horizontal line, the faster it moves (a property of hyperbolic geometry); it should of course make some scratching sound when it is drawing, and the frequency of this sound should be proportional to its speed. Also we draw on the Klein quartic to make the display more interesting.

    #NonEuclidean #NonEuclideanGeometry #HyperRogue #RogueViz #mathart

  21. CW: high frequency sounds, hyperbolic geometry

    Using hyperbolic geometry to create a weird musical instrument.

    The drawing tool in HyperRogue lets us to draw on the hyperbolic plane; we combine this with the scrolling animation. This scrolling animation makes the pen move on the surface -- the further we are from the central horizontal line, the faster it moves (a property of hyperbolic geometry); it should of course make some scratching sound when it is drawing, and the frequency of this sound should be proportional to its speed. Also we draw on the Klein quartic to make the display more interesting.

    #NonEuclidean #NonEuclideanGeometry #HyperRogue #RogueViz #mathart

  22. The JSON Canvas spec has been released, but it's on the Euclidean plane:

    obsidian.md/blog/json-canvas/

    I would be legitimately super interested in the same tools but in hyperbolic geometry. A JSON Hypersian Rug spec, perhaps?

    (Maybe I've been playing #HyperRogue too much that this seems natural…)

  23. The JSON Canvas spec has been released, but it's on the Euclidean plane:

    obsidian.md/blog/json-canvas/

    I would be legitimately super interested in the same tools but in hyperbolic geometry. A JSON Hypersian Rug spec, perhaps?

    (Maybe I've been playing #HyperRogue too much that this seems natural…)

  24. Still needs some improvements, but already available for some early access testing in HyperRogue 12.1x. HyperRogue 12.2 should be released soon!

    Here the arrows reflect in mirrors, and also we have some mimics, who shoot mimic arrows. Last seconds show that the arrows indeed fly in straight lines, even after reflecting off mirrors.
    #screenshotsaturday #HyperRogue #HyperbolicGeometry

  25. Still needs some improvements, but already available for some early access testing in HyperRogue 12.1x. HyperRogue 12.2 should be released soon!

    Here the arrows reflect in mirrors, and also we have some mimics, who shoot mimic arrows. Last seconds show that the arrows indeed fly in straight lines, even after reflecting off mirrors.
    #screenshotsaturday #HyperRogue #HyperbolicGeometry

  26. HyperRogue is a rogue like game made is mathematical formulas to create geometrical visuals that seamlessly fit together. Highly unusual looking.

    store.steampowered.com/app/342

    How it was done:
    roguetemple.com/z/hyper/dev.ph

    #HyperRogue #RogueLike #Rogue #geometry #game

  27. @rrogers Have you seen that @zenorogue has already implemented it in #HyperRogue ?

  28. A short break from Echo of Starsong, for something *weird*--
    Tonight I'll be playing #HyperRogue, a mind-bending Roguelike based in hyperbolic geometry! Where we're going, we'll never find our way back...

    twitch.tv/kaliranya

    #Streaming #LiveStream #KaLiveRa #ShareYourGames

  29. A short break from Echo of Starsong, for something *weird*--
    Tonight I'll be playing #HyperRogue, a mind-bending Roguelike based in hyperbolic geometry! Where we're going, we'll never find our way back...

    twitch.tv/kaliranya

    #Streaming #LiveStream #KaLiveRa #ShareYourGames

  30. If they expand in the same 'z' direction, but with different rates instead, it looks more like a horosphere (compare the first visualization in this thread); this is why hexes in the visualization below are squished when we look at them orthogonally from far away. #mathart #noneuclidean #hyperrogue #rogueviz #mathviz #visualization

  31. If they expand in the same 'z' direction, but with different rates instead, it looks more like a horosphere (compare the first visualization in this thread); this is why hexes in the visualization below are squished when we look at them orthogonally from far away. #mathart #noneuclidean #hyperrogue #rogueviz #mathviz #visualization

  32. HyperRogue
    Top-down rogue-like adventure

    You are a lone outsider in a strange, non-Euclidean world. As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures
    attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

    You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

    Download: f-droid.org/packages/com.rogue

    #foss #android #game #adventure #hyperrogue

  33. HyperRogue
    Top-down rogue-like adventure

    You are a lone outsider in a strange, non-Euclidean world. As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures
    attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

    You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

    Download: f-droid.org/packages/com.rogue

    #foss #android #game #adventure #hyperrogue

  34. Just discovered the Dice Reserve in #hyperrogue !! I'm one turn away from an unavoidable game over, but I am just so happy to see it 😍

  35. Just discovered the Dice Reserve in #hyperrogue !! I'm one turn away from an unavoidable game over, but I am just so happy to see it 😍

  36. The hypersian rug model in #HyperRogue reminded me a lot of this old #crochet project for the #hyperbolic plane:

    pi.math.cornell.edu/~dwh/paper

    I'm pretty sure it's the same model.

    As far as I can tell, this model doesn't have another name, so "hypersian rug" is a very good one!

  37. I played some #HyperRogue last night, and I think it would be fun to stream it! It's got a lot of fun modes where you can just explore #hyperbolic geometry, and this does introduce some interesting gameplay mechanics.

    For example, you can very easily run away (or "diverge", heh) from monsters because hyperbolic geometry gives a lot of freedom for many divergent lines. The game compensates by spawning more and more monsters until this tactic isn't viable and you're cornered.