31-12-20, 06:58 | #1 |
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Joined: Aug 2003
Posts: 924
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Simulating non Euclidean geometry with TRNG
Hello there, I'd like to simulate non euclidean geometry on my upcoming level
trivial explanation In euclidean geometry (geometry as we know), all lines remain at a constant distance from each other when they are parallels, It means that if we draw a perpendicular line it will intersect the other line, and the length of this line joining the two segments of this intersection remain constant to each other. In non euclidean geometry this does not hold true, for example in a hyperbolic space if you draw two lines and draw a perpendicular line intersecting both lines, their sizes vary depending on the distance By using non euclidean geometry we can make fun things and even save time and memory, but what I want to do is create a simple maze. I have this room configuration Then you are probably going to ask me, why non euclidean, well lets say lara starts here that is what she is going to see then lets say she takes the room to the left and end up here, this is what she is going to see which is the exact same thing as the previous room so my question is, is there a trigger to move lara and her camera to an exact position? because that way it would seem that she is running in an infinite maze. (Which in turn would simulate non euclidean geometry) The maze is solved by some conditions (some triggers), setting lara free off the loop I hope you guys get what I want, and it would be amazing to achieve such a thing using trle+trng Thanks in advance Last edited by Richard_trle; 31-12-20 at 06:59. |
31-12-20, 07:13 | #2 |
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Joined: May 2010
Posts: 1,187
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The general way to teleport Lara between two locations is to use LARA_START_POS nullmesh with OCB and use flipeffect 79 to do the movement. Using the "Keep original sector displacement" option is vital here for the effect I believe.
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31-12-20, 08:10 | #3 |
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Joined: Jan 2008
Posts: 5,140
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Keep in mind that TR works with portals (the door connections).
You can use it to create an infinite maze since rooms can overlap |
01-01-21, 01:45 | #4 |
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Joined: Sep 2018
Posts: 500
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Oh man just by the title this right away remembered me of Hyperbolica, imagine if we could actually do this in TR5Main some day? Of course that would at least be some 5,10 years from here but, nice huh?
If you're actually planning a TRLE level like this, please update us about it! |
01-01-21, 06:39 | #5 |
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Joined: Aug 2003
Posts: 924
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GREAT NEWS EVERYBODY!!!
I have made it! I made a non Euclidean maze with TRNG! I'll share more details once everything is properly done, because right now the maze is infinite! I need to think carefully on how I'm going to break the loop |
01-01-21, 09:46 | #6 | |
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Joined: May 2010
Posts: 1,187
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Quote:
Projects like Hyperbolica require a completely different set of mathematics for rendering and presenting the non-eucildean geometry. The TR engine can't be easily adapted to this without extensive rewriting of the rendering, game logic et cetera. It's a possibility if someone is skilled enough, but at this point you might as well use Unity, just as much effort to implement in either case tbh |
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