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Hypercube

Started by November 26, 2003 12:15 PM
113 comments, last by OrigamiMan64 20 years, 11 months ago
rmsgrey, I think I'm gonna try that... I'll do a google on the name to see where I can download it from. Considering that it is open source, I think I may be able to use it to help me write the game in the first place :D

[edited by - origamiman64 on December 11, 2003 2:39:14 PM]
I''m having a bit of difficulty figuring out how to use this engine... I have lots of files, and no idea where to start.
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Have you ever looked at Ogre? It is IMO easier to use than Crystal Space and better structured. It was in fact created partly because Crystal Space was getting large and bloated. www.ogre3d.org is the link.

I have never actually used this engine in a full project yet, as I need to improve my 3d modelling skills a bit to make it worth while to go 3D, but I did play around with the tutorials after getting frustrated with Crystal Space

I''ll admit, I never got around to writing anything for Crystal Space either... I looked at Ogre as well, a while ago, and I''m not sure it uses portals in quite the same way, which would make the hypercube linking less easy to do - at least relative to creating a simple hollow cube, say.

From what I remember of the CS documentation, designating an entire side of a component cube as a portal shouldn''t pose a problem, though there may be problems with infinite recursion if all faces of all cubes are entirely portal.
I have been so confused reading this thread, and it really has taken untill now to click - this is the surface of a hypercube you want to make, not a solid one! Suddenly all becomes clear! Might be worth considering as a MOD to Quake3 or something?
:D Yup, it's the surface... it would be a bit difficult to navigate in free 4D space, there needs to be some sort of 3D 'membrane' to stick to.

A quake III mod would be cool... but I don't know much about making them... could I give players thier own personal gravity? It would probably be an easier way to make the demo... then everyone will be able to see how it fits together and it will probably make developing puzzles easier.


[edited by - origamiman64 on December 16, 2003 12:42:36 PM]
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I don''t know, actually - I''ve never made one myself either - I had much more generic plans for either Doom3 or HL2, involving learning how the mods work, choosing one, and trying to give everything its own personal gravity. From the demos, it looks as though both have much more solid physics than either of their predecessors, so upside down and sideways on objects shouldn''t be too much of a challenge.

I was thinking along the lines of user defined portal brushes linking different small maps together, with the orientation change being a property of the brush, and affecting both vision and motion, hopefully seemlessly. Whether or not this will be possible remains to be seen :o)

I want to play DM in an escher staircase map. I want to play CTF with one of the teams on the ceiling. I want a map where the same room exists twice in the same place, depending on which door you use. There are so many many games to play with it if it can be done, including pure single player puzzles, I''m sure.
hehe, my new uber computer is in the mail and will be here in a couple days. Then I can really start work on this... right now, I''m stuck on a machine with a really old video card, so I can''t even play Quake III, lol.
I don''t know about you, but just by reading everything, I think that by trying to work on something like that, WOULD drive you insane!


u r what u bcome
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This excites me

I'm aware that this is slightly off topic, but I love the idea of putting players in different physical paradigms. I think there's a lot of mileage to be had here, espeically in terms of applying new ideas to existing genres.

Wierd layouts and orientations have a load of possibilities to play with. I was looking at build an RTS based around a really small spherical world; you can find an early tech demo. Imagine how cool projectile missiles would look as they followed the curve of the planet around.

The information visualisation community has long examined ideas for unconventional data landscapes. Have a look at the Atlas of Cyberspaces which shows some really interesting cyberspace designs that might be of interest/inspiration. I know there's a few over there that are hypercube inspired or related.

Fun can be had with normal cubes too.

Also check out this sweet Flipcode IOTD from time back; I love that idea but I'm not sure how well it would scale.

There's so many places to go with this.... I'd also really love to see a MMORPG set on the inside of a huge toroid ringworld that maintains centrifugal "gravity" by spining around a central spindle.

www.coldcity.com
code, pics, life


[edited by - IainC on January 23, 2004 6:03:48 AM]
[size="2"]www.coldcity.com code, art, life

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