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#noneuclideangeometry — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #noneuclideangeometry, aggregated by home.social.

  1. 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

  2. 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

  3. 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

  4. 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

  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. An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.

    These tiles are equilateral, with edge length of 0.56358, which is less than the 0.56626 that was achieved by the regular {7,3} tiling (which was apparently the previous record for a tiling with equilateral convex tiles).

    It is also possible to the connect two pentagons by their "bases" to obtain a funky variant of the {8,3} tiling. Then, we can play with the angles -- for "narrow" tiles, the edge length becomes even smaller, about 0.5436.

    The animated visualization also shows some new cool features of the RogueViz expression parser: it can now automatically solve for the edge length which makes the tiling work for the given angle \(\alpha\)!

    github.com/zenorogue/hyperrogu

    #mathart #rogueviz #noneuclideanGeometry

  8. An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.

    These tiles are equilateral, with edge length of 0.56358, which is less than the 0.56626 that was achieved by the regular {7,3} tiling (which was apparently the previous record for a tiling with equilateral convex tiles).

    It is also possible to the connect two pentagons by their "bases" to obtain a funky variant of the {8,3} tiling. Then, we can play with the angles -- for "narrow" tiles, the edge length becomes even smaller, about 0.5436.

    The animated visualization also shows some new cool features of the RogueViz expression parser: it can now automatically solve for the edge length which makes the tiling work for the given angle \(\alpha\)!

    github.com/zenorogue/hyperrogu

    #mathart #rogueviz #noneuclideanGeometry

  9. An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.

    These tiles are equilateral, with edge length of 0.56358, which is less than the 0.56626 that was achieved by the regular {7,3} tiling (which was apparently the previous record for a tiling with equilateral convex tiles).

    It is also possible to the connect two pentagons by their "bases" to obtain a funky variant of the {8,3} tiling. Then, we can play with the angles -- for "narrow" tiles, the edge length becomes even smaller, about 0.5436.

    The animated visualization also shows some new cool features of the RogueViz expression parser: it can now automatically solve for the edge length which makes the tiling work for the given angle \(\alpha\)!

    github.com/zenorogue/hyperrogu

    #mathart #rogueviz #noneuclideanGeometry

  10. An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.

    These tiles are equilateral, with edge length of 0.56358, which is less than the 0.56626 that was achieved by the regular {7,3} tiling (which was apparently the previous record for a tiling with equilateral convex tiles).

    It is also possible to the connect two pentagons by their "bases" to obtain a funky variant of the {8,3} tiling. Then, we can play with the angles -- for "narrow" tiles, the edge length becomes even smaller, about 0.5436.

    The animated visualization also shows some new cool features of the RogueViz expression parser: it can now automatically solve for the edge length which makes the tiling work for the given angle \(\alpha\)!

    github.com/zenorogue/hyperrogu

    #mathart #rogueviz #noneuclideanGeometry

  11. An aperiodic tessellation of the hyperbolic plane, found by Toimine in the #tessellations channel in the HyperRogue discord.

    These tiles are equilateral, with edge length of 0.56358, which is less than the 0.56626 that was achieved by the regular {7,3} tiling (which was apparently the previous record for a tiling with equilateral convex tiles).

    It is also possible to the connect two pentagons by their "bases" to obtain a funky variant of the {8,3} tiling. Then, we can play with the angles -- for "narrow" tiles, the edge length becomes even smaller, about 0.5436.

    The animated visualization also shows some new cool features of the RogueViz expression parser: it can now automatically solve for the edge length which makes the tiling work for the given angle \(\alpha\)!

    github.com/zenorogue/hyperrogu

    #mathart #rogueviz #noneuclideanGeometry

  12. A monster kills a monster, only to be killed by another monster, and somehow, there are enough monsters for every monster to kill forever.

    #noneuclideanGeometry #noneuclidean

  13. Our new video!

    In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we will combine spherical and hyperbolic geometry with relativistic effects.

    #RogueViz #RelativeHell #mathart #NonEuclideanGeometry #RelativitySpace

    youtu.be/PxnoSsjMrck

  14. Our new video!

    In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we will combine spherical and hyperbolic geometry with relativistic effects.

    #RogueViz #RelativeHell #mathart #NonEuclideanGeometry #RelativitySpace

    youtu.be/PxnoSsjMrck

  15. Our new video!

    In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we will combine spherical and hyperbolic geometry with relativistic effects.

    #RogueViz #RelativeHell #mathart #NonEuclideanGeometry #RelativitySpace

    youtu.be/PxnoSsjMrck

  16. Our new video!

    In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we will combine spherical and hyperbolic geometry with relativistic effects.

    #RogueViz #RelativeHell #mathart #NonEuclideanGeometry #RelativitySpace

    youtu.be/PxnoSsjMrck

  17. Our new video!

    In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we will combine spherical and hyperbolic geometry with relativistic effects.

    #RogueViz #RelativeHell #mathart #NonEuclideanGeometry #RelativitySpace

    youtu.be/PxnoSsjMrck

  18. Do you want the hexes on a sphere to be regular?

    Or do you want them to be of the same area?

    Or do you want straight lines be actually straight? (in one of two ways)

    And the same idea with squares.

    #Rogueviz #NonEuclideanGeometry

  19. Do you want the hexes on a sphere to be regular?

    Or do you want them to be of the same area?

    Or do you want straight lines be actually straight? (in one of two ways)

    And the same idea with squares.

    #Rogueviz #NonEuclideanGeometry

  20. Do you want the hexes on a sphere to be regular?

    Or do you want them to be of the same area?

    Or do you want straight lines be actually straight? (in one of two ways)

    And the same idea with squares.

    #Rogueviz #NonEuclideanGeometry

  21. Do you want the hexes on a sphere to be regular?

    Or do you want them to be of the same area?

    Or do you want straight lines be actually straight? (in one of two ways)

    And the same idea with squares.

    #Rogueviz #NonEuclideanGeometry

  22. Do you want the hexes on a sphere to be regular?

    Or do you want them to be of the same area?

    Or do you want straight lines be actually straight? (in one of two ways)

    And the same idea with squares.

    #Rogueviz #NonEuclideanGeometry

  23. The animation on the left shows clearly that the shortest path is the straight line. Unbelievably, there are possible worlds where this would NOT be the case!

    For example, it is not true in Discworld from Terry Pratchett's novels, which is famously a flat world. In a flat world, the shortest path is NOT a straight line!

    (Based on the map of Discworld from reddit.com/r/discworld/comment )

    #NonEuclideanGeometry #RogueViz

  24. The animation on the left shows clearly that the shortest path is the straight line. Unbelievably, there are possible worlds where this would NOT be the case!

    For example, it is not true in Discworld from Terry Pratchett's novels, which is famously a flat world. In a flat world, the shortest path is NOT a straight line!

    (Based on the map of Discworld from reddit.com/r/discworld/comment )

    #NonEuclideanGeometry #RogueViz

  25. The animation on the left shows clearly that the shortest path is the straight line. Unbelievably, there are possible worlds where this would NOT be the case!

    For example, it is not true in Discworld from Terry Pratchett's novels, which is famously a flat world. In a flat world, the shortest path is NOT a straight line!

    (Based on the map of Discworld from reddit.com/r/discworld/comment )

    #NonEuclideanGeometry #RogueViz

  26. The animation on the left shows clearly that the shortest path is the straight line. Unbelievably, there are possible worlds where this would NOT be the case!

    For example, it is not true in Discworld from Terry Pratchett's novels, which is famously a flat world. In a flat world, the shortest path is NOT a straight line!

    (Based on the map of Discworld from reddit.com/r/discworld/comment )

    #NonEuclideanGeometry #RogueViz

  27. The animation on the left shows clearly that the shortest path is the straight line. Unbelievably, there are possible worlds where this would NOT be the case!

    For example, it is not true in Discworld from Terry Pratchett's novels, which is famously a flat world. In a flat world, the shortest path is NOT a straight line!

    (Based on the map of Discworld from reddit.com/r/discworld/comment )

    #NonEuclideanGeometry #RogueViz

  28. Ported Seuphorica (Scrabble solitaire deckbuilder) to RogueViz for a more intuitive and powerful interface!

    (1) Infinite square grid, with standard Seuphorica special powers. Letters E and R (inverse colors close to the gigantic EE top left) are "reversing", hence "RE" is accepted and "EE" is accepted multiple times. Note the word GEESE which uses a portal to get a multiplier for gigantic 'E' two times in a single word. "PETER" uses a mirror.

    But since this is RogueViz, let us make the board geometry abstract, to have even more fun with geometry and topology!

    (2) Usually, words can only go "right" and "down". In hyperbolic geometry, we have holonomy, so "right" and "down" are not globally defined. So we have to accept both directions. (Or, optionally, only accept words if they are valid both ways.)

    (3) In this one, "right" and "down" are not globally defined either, but "horizontal" and "vertical" are (in a somewhat twisted way), so Seuphorica "horizontal" and "vertical" multiplier powers can work.

    Although the hexagons somehow turn a horizontal word into a vertical one...

    #RogueViz #NonEuclideanGeometry #mathart #noneuclidean #HyperbolicGeometry #Seuphorica #scrabble

    (to be continued...)

  29. Ported Seuphorica (Scrabble solitaire deckbuilder) to RogueViz for a more intuitive and powerful interface!

    (1) Infinite square grid, with standard Seuphorica special powers. Letters E and R (inverse colors close to the gigantic EE top left) are "reversing", hence "RE" is accepted and "EE" is accepted multiple times. Note the word GEESE which uses a portal to get a multiplier for gigantic 'E' two times in a single word. "PETER" uses a mirror.

    But since this is RogueViz, let us make the board geometry abstract, to have even more fun with geometry and topology!

    (2) Usually, words can only go "right" and "down". In hyperbolic geometry, we have holonomy, so "right" and "down" are not globally defined. So we have to accept both directions. (Or, optionally, only accept words if they are valid both ways.)

    (3) In this one, "right" and "down" are not globally defined either, but "horizontal" and "vertical" are (in a somewhat twisted way), so Seuphorica "horizontal" and "vertical" multiplier powers can work.

    Although the hexagons somehow turn a horizontal word into a vertical one...

    #RogueViz #NonEuclideanGeometry #mathart #noneuclidean #HyperbolicGeometry #Seuphorica #scrabble

    (to be continued...)

  30. Ported Seuphorica (Scrabble solitaire deckbuilder) to RogueViz for a more intuitive and powerful interface!

    (1) Infinite square grid, with standard Seuphorica special powers. Letters E and R (inverse colors close to the gigantic EE top left) are "reversing", hence "RE" is accepted and "EE" is accepted multiple times. Note the word GEESE which uses a portal to get a multiplier for gigantic 'E' two times in a single word. "PETER" uses a mirror.

    But since this is RogueViz, let us make the board geometry abstract, to have even more fun with geometry and topology!

    (2) Usually, words can only go "right" and "down". In hyperbolic geometry, we have holonomy, so "right" and "down" are not globally defined. So we have to accept both directions. (Or, optionally, only accept words if they are valid both ways.)

    (3) In this one, "right" and "down" are not globally defined either, but "horizontal" and "vertical" are (in a somewhat twisted way), so Seuphorica "horizontal" and "vertical" multiplier powers can work.

    Although the hexagons somehow turn a horizontal word into a vertical one...

    #RogueViz #NonEuclideanGeometry #mathart #noneuclidean #HyperbolicGeometry #Seuphorica #scrabble

    (to be continued...)

  31. Ported Seuphorica (Scrabble solitaire deckbuilder) to RogueViz for a more intuitive and powerful interface!

    (1) Infinite square grid, with standard Seuphorica special powers. Letters E and R (inverse colors close to the gigantic EE top left) are "reversing", hence "RE" is accepted and "EE" is accepted multiple times. Note the word GEESE which uses a portal to get a multiplier for gigantic 'E' two times in a single word. "PETER" uses a mirror.

    But since this is RogueViz, let us make the board geometry abstract, to have even more fun with geometry and topology!

    (2) Usually, words can only go "right" and "down". In hyperbolic geometry, we have holonomy, so "right" and "down" are not globally defined. So we have to accept both directions. (Or, optionally, only accept words if they are valid both ways.)

    (3) In this one, "right" and "down" are not globally defined either, but "horizontal" and "vertical" are (in a somewhat twisted way), so Seuphorica "horizontal" and "vertical" multiplier powers can work.

    Although the hexagons somehow turn a horizontal word into a vertical one...

    #RogueViz #NonEuclideanGeometry #mathart #noneuclidean #HyperbolicGeometry #Seuphorica #scrabble

    (to be continued...)

  32. Ported Seuphorica (Scrabble solitaire deckbuilder) to RogueViz for a more intuitive and powerful interface!

    (1) Infinite square grid, with standard Seuphorica special powers. Letters E and R (inverse colors close to the gigantic EE top left) are "reversing", hence "RE" is accepted and "EE" is accepted multiple times. Note the word GEESE which uses a portal to get a multiplier for gigantic 'E' two times in a single word. "PETER" uses a mirror.

    But since this is RogueViz, let us make the board geometry abstract, to have even more fun with geometry and topology!

    (2) Usually, words can only go "right" and "down". In hyperbolic geometry, we have holonomy, so "right" and "down" are not globally defined. So we have to accept both directions. (Or, optionally, only accept words if they are valid both ways.)

    (3) In this one, "right" and "down" are not globally defined either, but "horizontal" and "vertical" are (in a somewhat twisted way), so Seuphorica "horizontal" and "vertical" multiplier powers can work.

    Although the hexagons somehow turn a horizontal word into a vertical one...

    #RogueViz #NonEuclideanGeometry #mathart #noneuclidean #HyperbolicGeometry #Seuphorica #scrabble

    (to be continued...)

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

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

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

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

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

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

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

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

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

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

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

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

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

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

    #HyperRogue #RogueViz #HyperbolicGeometry #NonEuclideanGeometry #NonEuclidean

  38. 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

  39. 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

  40. 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

  41. 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

  42. 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

  43. We cannot tell how fast we are moving (for example, do not feel that Earth is moving very fast). This is related to how the objects move at constant speed in a straight line if no force is acting on them.

    This is not the case in spherical or hyperbolic geometry, though (assuming a naive model of time*). In this visualization, every point in the yellowish "ghost" moves in a straight line at constant speed. The captain could tell how fast they are moving by measuring these distortions.

    * not the case in (anti-)de Sitter spacetime, as in Relative Hell. zenorogue.itch.io/relative-hel

    #NonEuclideanGeometry #NonEuclidean #mathart #mathviz

  44. Added some enemy turrets to Relative Hell! (A game in anti-de Sitter spacetime)

    These turrets are as accurate as they could possibly be -- they see our ship, and compute the shooting angle so that the ship would be hit if it did not accelerate in the meantime. This can be seen in the last part of the video where the ship does not accelerate.

    Note "see" -- of course, the speed of light is limited in this game, so their information is rather outdated... The bullets move at speed close to the speed of light.

    The visuals shown here are not what the player would see but rather a slice of the spacetime at t=0 relative to the ship (the turrets are deterministic so let us assume the ship's AI renders the current state). The "wobbling" of turrets seems to be caused by the Lorentz transformations as the spaceship accelerates.

    Also new color scheme inspired by pop spacetime explanations, and using a different projection -- this is essentially Beltrami-Klein but it looks conformal because of the map's rotation causing length contraction. Less straightforward but looks better and less cells need to be rendered, which improves the performance.

    RogueViz collection: store.steampowered.com/app/227

    #NonEuclideanGeometry #NonEuclidean #RogueViz

  45. Added some enemy turrets to Relative Hell! (A game in anti-de Sitter spacetime)

    These turrets are as accurate as they could possibly be -- they see our ship, and compute the shooting angle so that the ship would be hit if it did not accelerate in the meantime. This can be seen in the last part of the video where the ship does not accelerate.

    Note "see" -- of course, the speed of light is limited in this game, so their information is rather outdated... The bullets move at speed close to the speed of light.

    The visuals shown here are not what the player would see but rather a slice of the spacetime at t=0 relative to the ship (the turrets are deterministic so let us assume the ship's AI renders the current state). The "wobbling" of turrets seems to be caused by the Lorentz transformations as the spaceship accelerates.

    Also new color scheme inspired by pop spacetime explanations, and using a different projection -- this is essentially Beltrami-Klein but it looks conformal because of the map's rotation causing length contraction. Less straightforward but looks better and less cells need to be rendered, which improves the performance.

    RogueViz collection: store.steampowered.com/app/227

    #NonEuclideanGeometry #NonEuclidean #RogueViz

  46. Added some enemy turrets to Relative Hell! (A game in anti-de Sitter spacetime)

    These turrets are as accurate as they could possibly be -- they see our ship, and compute the shooting angle so that the ship would be hit if it did not accelerate in the meantime. This can be seen in the last part of the video where the ship does not accelerate.

    Note "see" -- of course, the speed of light is limited in this game, so their information is rather outdated... The bullets move at speed close to the speed of light.

    The visuals shown here are not what the player would see but rather a slice of the spacetime at t=0 relative to the ship (the turrets are deterministic so let us assume the ship's AI renders the current state). The "wobbling" of turrets seems to be caused by the Lorentz transformations as the spaceship accelerates.

    Also new color scheme inspired by pop spacetime explanations, and using a different projection -- this is essentially Beltrami-Klein but it looks conformal because of the map's rotation causing length contraction. Less straightforward but looks better and less cells need to be rendered, which improves the performance.

    RogueViz collection: store.steampowered.com/app/227

    #NonEuclideanGeometry #NonEuclidean #RogueViz

  47. Added some enemy turrets to Relative Hell! (A game in anti-de Sitter spacetime)

    These turrets are as accurate as they could possibly be -- they see our ship, and compute the shooting angle so that the ship would be hit if it did not accelerate in the meantime. This can be seen in the last part of the video where the ship does not accelerate.

    Note "see" -- of course, the speed of light is limited in this game, so their information is rather outdated... The bullets move at speed close to the speed of light.

    The visuals shown here are not what the player would see but rather a slice of the spacetime at t=0 relative to the ship (the turrets are deterministic so let us assume the ship's AI renders the current state). The "wobbling" of turrets seems to be caused by the Lorentz transformations as the spaceship accelerates.

    Also new color scheme inspired by pop spacetime explanations, and using a different projection -- this is essentially Beltrami-Klein but it looks conformal because of the map's rotation causing length contraction. Less straightforward but looks better and less cells need to be rendered, which improves the performance.

    RogueViz collection: store.steampowered.com/app/227

    #NonEuclideanGeometry #NonEuclidean #RogueViz