Very cool! This reminds me of how Hyperbolica used to look before I switched to H3 rendering (I use to render like this). It's super exciting to see another hyperbolic game in development!
I appreciate it, I definitely share that excitement! Every time you post a video on Hyperbolica, I've got a huge smile on my face (your video on spherical geometry blew my mind btw)! It looks gorgeous too; what exactly is H3 rendering?
@@melwugon3687 Ahh I see, thanks! So this would include a hyperbolic vertical axis? Wouldn't there be vertical holonomy as well then, causing the orientation of gravity to change?
@@kayturs Well basically yes, but hyperbolica doesnt have gravitational holonomy. Its kinda hard to explain. The way you can tell is that if you look at hyperbolica screenshots, the horizon is curved a sphere, but in this its flat. (expect for bumps caused by render distance.) Btw your locrian videos are cool!
@@melwugon3687 That's interesting. Making the switch to a fully hyperbolic space may be worth it. Something to look into soon. And I'm glad you think so! It was a fun project, transposing those songs. It gives new feelings to a song that's otherwise very familiar!
Making it near-certain death to get lost sounds awesome; in HyperRogue you're strongly expected to never return to where you've been, so your brain is never engaged in trying to map the space. I honestly *really* like getting accidentally lost in early-game Minecraft and trying to use vague memories and spatial reasoning to find my way back, and it's satisfying to become better at recognizing my 'home turf' terrain. (Maps, compasses, and the debug screen cardinal directions ruin this aspect.) But ultimately Euclidean space can only offer a certain degree of challenge!
That sounds neat. Though maybe you should also have things to try a help mark places you've been, like these things you can used to mark different places, or a trail you can lay down and stuff. It would still be difficult to navigate, but it might be useful for learning how to do that better.
it's terrifying that you can get lost and even when you try to trace back your steps you can end up in a completely different universe if your angle is slightly off.
Humans if they were to start in hyperbolic space would evolve to be excellent pathfinders by now, since hyperbolic space can bone you sideways if you get your movement even slightly wrong.
this is EXTREMELY COOL i've been a bit obsessed by hyperbolic space lately and this looks like a TON of fun to play with and get even more intuition for it. (i've also been following the development of hyperbolica, & of course i've played hyperrogue) i hope we'll be able to play hyperblock soon! thank you for showing this off! (interestingly, i've also been obsessed with the locrian mode, so you are 2/2 on my interests, hah)
And thank you! Glad to hear you're interested! :) I'll post more videos, and release a demo once a few bugs are out! Hyperbolica looks awesome, when I saw the first devlog for that game, I had a huge smile on my face. It's great seeing people work on things I too find interesting! And btw, its hard enough finding people into either hyperbolic space or locrian alone.. but someone into both!? Awesome! Then again, I feel like Locrian is the "hyperbolic space" of musical scales haha!
@@kayturs Why not go one step further? Implement songs in another tuning, e.g. the Locrian mode of the quarter tone Superpyth scale of 22 equal divisions of the octave (22edo), using slightly wider fifths than usual, size 709 cents instead of 700 cents as in 12edo or 702 cents as in Pythagorean/53edo. Since the fifths are so wide, this can be considered "hyperbolic" music. In the Superpyth scale, the narrow diatonic "semitones" are actually literally quartertones compared to the (pretty wide) whole tones, these whole tones are exactly 4 times larger. The "chromatic semitones" are now actually neutral seconds, ¾ tones, 3 times the size of quarter tones. And there are minor seconds 2 times the size of the diatonic quarter tones. Similarly, for Elliptic/Spherical geometry games we could use some good mode (Lydian?) of the Meantone scale of 19edo (19 equal divisions of the octave), where the fifth is narrower than usual, 695 cents, and where diatonic semitones are actually ⅔ the size of the whole tone, making semitones 2 times the size of the chromatic thirdtones, and whole tones 3 times larger than thirdtones. These narrow fifths may be regarded as giving rise to "elliptic" music. 19edo approximates the major and especially minor thirds better than 12edo does, while 22edo instead approximates the subminor and especially supermajor thirds naturally through the diatonic scale. In 12edo minor thirds and subminor thirds are conflated into the same bland interval, while actually they are different and both quite consonant when purely tuned (frequency ratios of 6/5 and 7/6 respectively). On the other hand the pure major third (5/4) is far more consonant than the pure supermajor third (9/7). While Meantone conflates the two whole tones which when purely tuned have ratios 9/8 and 10/9, Superpyth instead conflates the two whole tones which when purely tuned have ratios 9/8 and 8/7. All three whole tones are pretty consonant when purely tuned. I suppose you already know the octave is 2/1, the fifth is 3/2 and the fourth is 4/3 when purely tuned. Both 19edo and 22edo have a reasonable number of notes per octave, if we go into full chromaticism, while this is more dubious for say 27edo, 31edo, 41edo, 49edo, 50edo or 53edo. 27edo and 49edo are Superpyth, 31edo and 50edo are Meantone, 41edo and 53edo are Schizmatic instead, plus 41edo is Magic. These temperaments are real, i kid you not. With modern computer technology there is in principle no problem whatsoever using whatever tuning and whatever scale you want (including non-diatonic scales like Mavila, Pelog and Slendro, or the Arabic maqam scales like e.g. Rast), the 12edo hegemony is deprecated, or will be soon, assuming people realise this freedom. Several real musicians are composing in these new tunings, e.g. Elaine Walker and Brendan Byrnes.
Might look and feel nice to make the water into slidey ice, given the other colours. It would also help distinguish it from Minecraft more and emphasise movement in hyperbolic space re straight lines.
YES!! Oh my god, this is exactly what I was wanting! SOmeone HAS to create a Minecraft mod adding this world type into the game! As a world type in the world creation screen. A Hyperbolic World, you could even choose the number of squares around each corner. I strongly suggest to make the Y axis non-hyperbolic, or else you'll get the bad camera tilt while moving up and down.
Please make it happen, I need it! A construction hyperbolic game in which you, the player, can build the terrain and play with the physics, and not just look at what other person did.
the y axis could be set to either hyperbolic or non hyperbolic :) (in this video its non). I added the hyperbolic Y recently, and solved the camera tilt too! I'll post a video update on that soon
Approximate release date? Asking because I couldn't play HyperMine since cmake wasn't detected by cmd Edit: CMake is detected now but it won't use the right Python version so it keeps failing
Looks AMAZING! How'd you make a coordinate system for it? I'm trying to make a hyperbolic (small) game of my own, but i'm really struggling with finding a good coordinate system to represent the universe
Yeah, I've got a simple LOD going now, where further chunks just render a single block texture (the average block of that chunk), it seems to help, but I've still got to continue optimizing
If I had to suggest a style of music... I would probably say something that is a combination of C418's music for Minecraft and HyperRouge's soundtrack. Something simplistic, but with less... atifical sounding instruments than HyperRouge has.
Thanks for the suggestion! I've been thinking a lot about the soundtrack since it's a big piece of the puzzle. But haven't considered HyperRogue as an influence yet, I'll have to look into this
@@kayturs No problem. The reason why i thought of HyperRouge's soundtrack is because it kinda fits the whole hyperbolic thing as in, it seems somewhat recognisable, but at the same time there's something quite unnerving and slightly unfamiliar about it.
@@julianemery718 that type of music would become "irrelevant" to people who have gotten used to hyperbolic geometry and are familiar with it... maybe we could add a separate soundtrack that only plays when the game has been played for a while?
is this in fully 3-dimensional hyperbolic space, or is it 2 dimensions of hyperbolic, and then a third dimension that's euclidean? (it looks like the latter but just checking)
Spot on, it is the latter. Main reason, aside for starting simple, is that I wanted to keep the direction of gravity from changing as you move around. That way things are a little more grounded. But full 3D would be a cool feature to add!
@@kayturs yeah having gravity remain pointing downwards would generally be ideal haha. it looks like in spots tilings theres 6 squares to a corner but in other parts theres 4? (like the point where the 6 rooms meet at, vs the tiled floors inside the room); what's going on there? do you have the world more intensely curved at certain points than others? (if that's the case, it would definitely be cool to have a biome that is *completely* a (4,6) square tiling, if thats even a possibility) also sorry if i'm asking too many questions i'm just genuinely super interested in this
@@spiderstheythem Its no problem! Ask away! :) The space is actually uniformly curved, but it's the chunks themselves, that are 6x6 voxels, that are the "unit squares" that have 6 meeting at a corner. These parameters can be changed though. For example, the number of squares meeting at the corner of a chunk, and the size of the chunk. So I can make the chunk size 1x1, so in that case it would look more uniform (every single block would have corners that touch 6 squares).. its extremely warped haha, maybe I'll include some game play set up that way. My goal is to make the player progress through a number of worlds (sort of like the nether, ender, in minecraft), but these worlds would hold these varying properties to throw the player off! In terms of varying the intensity of the curvature, like you were suggesting, I really wonder if that's possible, it's an interesting idea
@@kayturs that sounds really cool! the chunk method you have is a clever way to do it. also the idea of progressing through worlds with various properties reminds me a bit of hyperrogue, but like, mixed with minecraft. anyways its a very cool project and i'm definitely excited to see more updates!
I think the space would look less disorienting if it were isotropic hyperbolic space. That way straight lines would look straight. You could solve the gravity issue by keeping the gravity aligned to the floor.
Traveling must be so hard. One block off your desired path? You're on the other side of the world now. Wrong turn? You'll have to make about 50 more now. Trying to get back on track? You can't try to slowly converge onto the path while going toward your destination. You'll be thrown away with that.
in my opinion, making the size of the chunks larger or decreasing the number of chunks at a corner from 6 to 5 would be a good call. making space too non euclidean makes it a bit disorientating and hard to look at.
Will it be possible to change the characteristic length upon world creation, or are they all this curved? It would be a little less disorienting IMO if the scale of the curvature wasn't so close to human scale.
So far I have it so that you could change the length/amount of voxels in each chunk, and its the chunks that are tiled hyperbolically. I think it might help it seem less sharply curved if that's what you want
Imagine what spherical minecraft would look like with S3 rendering and stereographic (optimized to prevent depth glitches if needed (Two passes for each hemisphere, then add the reverse depth buffer)), and also make the physics better too.
This looks a lot cooler than the Immersive Portals Mod I see a lot of when I search up "non-euclidean minecraft mod" (not that that mod is terrible or anything), because it's more true to hyperbolic geometry. Can you demonstrate some of the phenomena commonly associated with hyperbolic geometry, such as rooms that look bigger inside than on the outside, changing the player's size, and going to different rooms by walking around a pole (basically everything that is mentioned in th-cam.com/video/kEB11PQ9Eo8/w-d-xo.html )?
I don't think you saw my previous comment... Do you know approximately when this will be released? What month or at least what year Unless you don't know? That's okay too
Apologies! My hopes are some time within 2021, a full version is ready to be released. This can change of course. I am however looking into releasing a demo on github for people to play around with the mechanics, I can see this being ready within a couple of months!
The chunks are hyperbolic. You can set the number of voxels in a chunk though, so making it 1x1 makes it as though the blocks are.. which is very intense!
Would you be updating it and eventually release it? I see huge potential for a sandbox hyperbolic game, imagine Minecraft ++ obs you can’t call it that but imagine the possibilities also you should allow for modding capabilities, this would be amazing
Yup, currently working on it everyday. I'm hoping for a demo to be released soon for people to play around with! I'm really excited, I can't wait to see what everyone will create with it!
@@kayturs that is really awesome, if you need help with textures, I’m not too bad though I need some more work, I am okay with photoshop, I do make private texture packs for for Minecraft mods, I am willing to help for free, I am really exited for this, reply to my TH-cam reply if you want textures help :)
It's its own thing. To use a different type of space makes such a huge difference behind the scenes, so it's probably easier just to start from scratch :p
I had a cool idea you could have a pocket dimension sort of like the nether in early pocket edition and it would be spherical Or you could make a Nil dimension, I've heard that hyperbolic nil is a thing but spherical nil isn't
Great ideas! I'm interested in giving it a try, but generalizing my code may be quite complicated, so it's more of a distant future idea. So far I have alternate dimensions that are hyperbolic as well, but with different parameters (curvature, number of squares at each vertex) and I'm happy with focusing on these as a clear objective for now.
Technically it is, as all people who have a copy of the program can use it however they like, distribute it however they like and modify it however the like. But as far as i can tell there is only one such person, as the game isn't distributed anywhere.
Very cool! This reminds me of how Hyperbolica used to look before I switched to H3 rendering (I use to render like this). It's super exciting to see another hyperbolic game in development!
I appreciate it, I definitely share that excitement! Every time you post a video on Hyperbolica, I've got a huge smile on my face (your video on spherical geometry blew my mind btw)! It looks gorgeous too; what exactly is H3 rendering?
kayturs H3 stands for 3 dimensional hyperbolic geometry
@@melwugon3687 Ahh I see, thanks! So this would include a hyperbolic vertical axis? Wouldn't there be vertical holonomy as well then, causing the orientation of gravity to change?
@@kayturs Well basically yes, but hyperbolica doesnt have gravitational holonomy. Its kinda hard to explain. The way you can tell is that if you look at hyperbolica screenshots, the horizon is curved a sphere, but in this its flat. (expect for bumps caused by render distance.) Btw your locrian videos are cool!
@@melwugon3687 That's interesting. Making the switch to a fully hyperbolic space may be worth it. Something to look into soon.
And I'm glad you think so! It was a fun project, transposing those songs. It gives new feelings to a song that's otherwise very familiar!
There's something inherently scary in moving through this space. I think that this should be a survival horror game like early minecraft was.
Making it near-certain death to get lost sounds awesome; in HyperRogue you're strongly expected to never return to where you've been, so your brain is never engaged in trying to map the space. I honestly *really* like getting accidentally lost in early-game Minecraft and trying to use vague memories and spatial reasoning to find my way back, and it's satisfying to become better at recognizing my 'home turf' terrain. (Maps, compasses, and the debug screen cardinal directions ruin this aspect.) But ultimately Euclidean space can only offer a certain degree of challenge!
hyper bolic maze
@@blocksofwater4758 hyperbolica has that
That sounds neat. Though maybe you should also have things to try a help mark places you've been, like these things you can used to mark different places, or a trail you can lay down and stuff. It would still be difficult to navigate, but it might be useful for learning how to do that better.
I hope this isn't abandoned, this was such a cool idea.
Looking the the entire world open up like a flower in front of you as you walk towards it is such a cool visual in any hyperbolic sim.
it's terrifying that you can get lost and even when you try to trace back your steps you can end up in a completely different universe if your angle is slightly off.
Humans if they were to start in hyperbolic space would evolve to be excellent pathfinders by now, since hyperbolic space can bone you sideways if you get your movement even slightly wrong.
Man, if you thought finding your Minecraft home when you were lost was hard before, just you wait.
It's next to impossible! Even within my home I get lost haha!
Use a compass
@@JezzaWest Does that even work with holonomy?
@@alexanderm5728 It actually might, but it'd have to be a super accurate compass
@@gigaprofisi Exactly. Precision is essential in a world of divergent paths.
If you'd like to stay up to date with HyperBlock's development, or ask questions, etc. take a look at it's discord server: discord.gg/325xVyPT
@BrodieBooGaming Some comments elsewhere note that there is indeed such a setting iirc.
but how do i download?
this is EXTREMELY COOL
i've been a bit obsessed by hyperbolic space lately and this looks like a TON of fun to play with and get even more intuition for it. (i've also been following the development of hyperbolica, & of course i've played hyperrogue)
i hope we'll be able to play hyperblock soon! thank you for showing this off!
(interestingly, i've also been obsessed with the locrian mode, so you are 2/2 on my interests, hah)
And thank you! Glad to hear you're interested! :) I'll post more videos, and release a demo once a few bugs are out!
Hyperbolica looks awesome, when I saw the first devlog for that game, I had a huge smile on my face. It's great seeing people work on things I too find interesting!
And btw, its hard enough finding people into either hyperbolic space or locrian alone.. but someone into both!? Awesome! Then again, I feel like Locrian is the "hyperbolic space" of musical scales haha!
@@kayturs Why not go one step further? Implement songs in another tuning, e.g. the Locrian mode of the quarter tone Superpyth scale of 22 equal divisions of the octave (22edo), using slightly wider fifths than usual, size 709 cents instead of 700 cents as in 12edo or 702 cents as in Pythagorean/53edo.
Since the fifths are so wide, this can be considered "hyperbolic" music. In the Superpyth scale, the narrow diatonic "semitones" are actually literally quartertones compared to the (pretty wide) whole tones, these whole tones are exactly 4 times larger. The "chromatic semitones" are now actually neutral seconds, ¾ tones, 3 times the size of quarter tones. And there are minor seconds 2 times the size of the diatonic quarter tones.
Similarly, for Elliptic/Spherical geometry games we could use some good mode (Lydian?) of the Meantone scale of 19edo (19 equal divisions of the octave), where the fifth is narrower than usual, 695 cents, and where diatonic semitones are actually ⅔ the size of the whole tone, making semitones 2 times the size of the chromatic thirdtones, and whole tones 3 times larger than thirdtones. These narrow fifths may be regarded as giving rise to "elliptic" music.
19edo approximates the major and especially minor thirds better than 12edo does, while 22edo instead approximates the subminor and especially supermajor thirds naturally through the diatonic scale. In 12edo minor thirds and subminor thirds are conflated into the same bland interval, while actually they are different and both quite consonant when purely tuned (frequency ratios of 6/5 and 7/6 respectively). On the other hand the pure major third (5/4) is far more consonant than the pure supermajor third (9/7).
While Meantone conflates the two whole tones which when purely tuned have ratios 9/8 and 10/9, Superpyth instead conflates the two whole tones which when purely tuned have ratios 9/8 and 8/7. All three whole tones are pretty consonant when purely tuned.
I suppose you already know the octave is 2/1, the fifth is 3/2 and the fourth is 4/3 when purely tuned.
Both 19edo and 22edo have a reasonable number of notes per octave, if we go into full chromaticism, while this is more dubious for say 27edo, 31edo, 41edo, 49edo, 50edo or 53edo.
27edo and 49edo are Superpyth, 31edo and 50edo are Meantone, 41edo and 53edo are Schizmatic instead, plus 41edo is Magic.
These temperaments are real, i kid you not.
With modern computer technology there is in principle no problem whatsoever using whatever tuning and whatever scale you want (including non-diatonic scales like Mavila, Pelog and Slendro, or the Arabic maqam scales like e.g. Rast), the 12edo hegemony is deprecated, or will be soon, assuming people realise this freedom.
Several real musicians are composing in these new tunings, e.g. Elaine Walker and Brendan Byrnes.
"this edible ain't shit"
2 minutes later:
If you get that hard of a kick in 2 minutes, just wait another 45...
100% THC
I’m still impressed how you found the house again
Wow that's so cool!!
Really wanting to try a demo
Might look and feel nice to make the water into slidey ice, given the other colours. It would also help distinguish it from Minecraft more and emphasise movement in hyperbolic space re straight lines.
That looks AMAZING!!!
Thank you sir!
You’re welcome
Which github file is the right one by the way
Oh hell no I never got so sick from a video before
@@goldend791 Then its doing its job ;)
@@kayturs ok but why would you design a game to make people sick? Isn't this made to have fun or challenge yourself or whatever?
i wonder what an orthographical projection of this would look like
this looks AWESOME
Why isn't there a million views? Also, I want to play this game so bad 😭😭😭
this is what everything looks like in dreams
YES!! Oh my god, this is exactly what I was wanting! SOmeone HAS to create a Minecraft mod adding this world type into the game!
As a world type in the world creation screen. A Hyperbolic World, you could even choose the number of squares around each corner.
I strongly suggest to make the Y axis non-hyperbolic, or else you'll get the bad camera tilt while moving up and down.
Please make it happen, I need it!
A construction hyperbolic game in which you, the player, can build the terrain and play with the physics, and not just look at what other person did.
the y axis could be set to either hyperbolic or non hyperbolic :) (in this video its non). I added the hyperbolic Y recently, and solved the camera tilt too! I'll post a video update on that soon
I really hope this game is still in development!
So sick!
Thanks! I'll have an alpha/early demo ready for people to play around with soon!
Can we get this vid in locrian pls :)
Good idea! I should have put a locrian song to this video!
Please make a github page like hypermine where we can build the alpha version because i really need to play this please
This is the plan! I'm going to get one going soon! :)
Great I can’t wait! I’d definitely pay for this when it’s released
I'm terrified
When you take a stroll by growing larger towards the objects.
Approximate release date?
Asking because I couldn't play HyperMine since cmake wasn't detected by cmd
Edit: CMake is detected now but it won't use the right Python version so it keeps failing
Looks AMAZING! How'd you make a coordinate system for it? I'm trying to make a hyperbolic (small) game of my own, but i'm really struggling with finding a good coordinate system to represent the universe
Oh man it would be so easy to get lost just walking around
Maybe you can even create a spherical-space Minecraft? (Which is three squares around a vertex btw)
this is the 2-year anniversary of this dormant (hopefully not dead) project.
it looks like its so easy to get lost in there
this is what id imagine playing minecraft on ket would feel like
It would be so great if you could manage some sort of LOD, so that really distant terrain would at least kind of show.
Yeah, I've got a simple LOD going now, where further chunks just render a single block texture (the average block of that chunk), it seems to help, but I've still got to continue optimizing
@@kayturs That's *awesome*.
If I had to suggest a style of music...
I would probably say something that is a combination of C418's music for Minecraft and HyperRouge's soundtrack.
Something simplistic, but with less... atifical sounding instruments than HyperRouge has.
Thanks for the suggestion! I've been thinking a lot about the soundtrack since it's a big piece of the puzzle. But haven't considered HyperRogue as an influence yet, I'll have to look into this
@@kayturs
No problem.
The reason why i thought of HyperRouge's soundtrack is because it kinda fits the whole hyperbolic thing as in, it seems somewhat recognisable, but at the same time there's something quite unnerving and slightly unfamiliar about it.
@@julianemery718 that type of music would become "irrelevant" to people who have gotten used to hyperbolic geometry and are familiar with it... maybe we could add a separate soundtrack that only plays when the game has been played for a while?
How would chunks be implemented in H3 space and how would coordinates work here?
WHERE IS TEH GAME!? RELEASE IT NOW!!!!!
is this in fully 3-dimensional hyperbolic space, or is it 2 dimensions of hyperbolic, and then a third dimension that's euclidean? (it looks like the latter but just checking)
Spot on, it is the latter. Main reason, aside for starting simple, is that I wanted to keep the direction of gravity from changing as you move around. That way things are a little more grounded. But full 3D would be a cool feature to add!
@@kayturs yeah having gravity remain pointing downwards would generally be ideal haha.
it looks like in spots tilings theres 6 squares to a corner but in other parts theres 4? (like the point where the 6 rooms meet at, vs the tiled floors inside the room); what's going on there? do you have the world more intensely curved at certain points than others? (if that's the case, it would definitely be cool to have a biome that is *completely* a (4,6) square tiling, if thats even a possibility)
also sorry if i'm asking too many questions i'm just genuinely super interested in this
@@spiderstheythem Its no problem! Ask away! :)
The space is actually uniformly curved, but it's the chunks themselves, that are 6x6 voxels, that are the "unit squares" that have 6 meeting at a corner.
These parameters can be changed though. For example, the number of squares meeting at the corner of a chunk, and the size of the chunk. So I can make the chunk size 1x1, so in that case it would look more uniform (every single block would have corners that touch 6 squares).. its extremely warped haha, maybe I'll include some game play set up that way.
My goal is to make the player progress through a number of worlds (sort of like the nether, ender, in minecraft), but these worlds would hold these varying properties to throw the player off!
In terms of varying the intensity of the curvature, like you were suggesting, I really wonder if that's possible, it's an interesting idea
@@kayturs that sounds really cool! the chunk method you have is a clever way to do it. also the idea of progressing through worlds with various properties reminds me a bit of hyperrogue, but like, mixed with minecraft.
anyways its a very cool project and i'm definitely excited to see more updates!
I think the space would look less disorienting if it were isotropic hyperbolic space. That way straight lines would look straight. You could solve the gravity issue by keeping the gravity aligned to the floor.
That was tricky because in vr is so trippy then flat screen
Traveling must be so hard.
One block off your desired path? You're on the other side of the world now.
Wrong turn? You'll have to make about 50 more now.
Trying to get back on track? You can't try to slowly converge onto the path while going toward your destination. You'll be thrown away with that.
in my opinion, making the size of the chunks larger or decreasing the number of chunks at a corner from 6 to 5 would be a good call. making space too non euclidean makes it a bit disorientating and hard to look at.
these are all options when setting up a new world :) the size of chunks and number meeting at an edge are adjustable
@@kayturs ah, that is actually a really good decision.
This feels like that one game called like… fake reality. It makes part of the landscape become walls and floor and ceiling if you press e
Will it be possible to change the characteristic length upon world creation, or are they all this curved? It would be a little less disorienting IMO if the scale of the curvature wasn't so close to human scale.
So far I have it so that you could change the length/amount of voxels in each chunk, and its the chunks that are tiled hyperbolically. I think it might help it seem less sharply curved if that's what you want
@@kayturs Awesome, I can't wait to try this out!
Imagine what spherical minecraft would look like with S3 rendering and stereographic (optimized to prevent depth glitches if needed (Two passes for each hemisphere, then add the reverse depth buffer)), and also make the physics better too.
This looks a lot cooler than the Immersive Portals Mod I see a lot of when I search up "non-euclidean minecraft mod" (not that that mod is terrible or anything), because it's more true to hyperbolic geometry. Can you demonstrate some of the phenomena commonly associated with hyperbolic geometry, such as rooms that look bigger inside than on the outside, changing the player's size, and going to different rooms by walking around a pole (basically everything that is mentioned in th-cam.com/video/kEB11PQ9Eo8/w-d-xo.html )?
Ow, my brain... Still want more though
Is this vertically hyperbolic or is the up-down axis euclidean?
Edit: Nevermind, you answered that in your next video
Since then I've been working on a game mode that's vertically hyperbolic as well! I'll post a video including that soon
I don't think you saw my previous comment...
Do you know approximately when this will be released?
What month or at least what year
Unless you don't know? That's okay too
Apologies! My hopes are some time within 2021, a full version is ready to be released. This can change of course. I am however looking into releasing a demo on github for people to play around with the mechanics, I can see this being ready within a couple of months!
@@kayturs Thanks for the reply, I was having issues with HyperMine's complicated and buggy setup process so I looked for an alternative
it almost feels too hyperbolic would be possible to make each have only 5 "chunks" around a corner or just bigger chunks
Yup! :) You could also make the chunks larger, so it feels like it bends less frequently
Are the chunks hyperbolic or are the blocks are
The chunks are hyperbolic. You can set the number of voxels in a chunk though, so making it 1x1 makes it as though the blocks are.. which is very intense!
@@kayturs oh ok that explains everything
Minecraft on acid.
But really, I hope you finish this game.
Would you be updating it and eventually release it? I see huge potential for a sandbox hyperbolic game, imagine Minecraft ++ obs you can’t call it that but imagine the possibilities also you should allow for modding capabilities, this would be amazing
Yup, currently working on it everyday. I'm hoping for a demo to be released soon for people to play around with! I'm really excited, I can't wait to see what everyone will create with it!
@@kayturs that is really awesome, if you need help with textures, I’m not too bad though I need some more work, I am okay with photoshop, I do make private texture packs for for Minecraft mods, I am willing to help for free, I am really exited for this, reply to my TH-cam reply if you want textures help :)
There's no way this will work physically. Gravity always pulls objects into finite spheres, and hence positive curvature.
Where is the download link oh my god
This is still in development, but I'm putting together a demo for others to give it a try
Yo so cool
I thought that _every block_ have 6 blocks at the verticies, but actually it is every chunk
Exactly, but chunk size is modifiable. If you set a chunk to be 1x1, then it starts to get crazy!
@@kayturs Is there a way to modify how many chunks share a corner? Like if you wanted to only have 5 at a corner, or maybe 7 or even just 3?
It's this going to be a Minecraft mod or its own thing
It's its own thing. To use a different type of space makes such a huge difference behind the scenes, so it's probably easier just to start from scratch :p
@@kayturs wow
it looks like zooming into an image
This is a hybrid hyperbolic geometry
I had a cool idea you could have a pocket dimension sort of like the nether in early pocket edition and it would be spherical
Or you could make a Nil dimension, I've heard that hyperbolic nil is a thing but spherical nil isn't
Great ideas! I'm interested in giving it a try, but generalizing my code may be quite complicated, so it's more of a distant future idea.
So far I have alternate dimensions that are hyperbolic as well, but with different parameters (curvature, number of squares at each vertex) and I'm happy with focusing on these as a clear objective for now.
Wow! Is this open source?
I really hope so
Technically it is, as all people who have a copy of the program can use it however they like, distribute it however they like and modify it however the like. But as far as i can tell there is only one such person, as the game isn't distributed anywhere.
He said he’s going to make a github page so hopefully that’ll be really soon
Wtf my brain hurts
hyperbolicraft
Hyperbolic Minecraft
Minecraft but five blocks meet at every corner
Ah yes. Trigonometry meets googology
The TH-cam algorithm thinks this is Minecraft.
looks like a minecraft texturepack with a mod
Typically me playing Minecraft right after lobotomy
This is 3d but it looks so flat
AI minecraft be like
It’s not that hyperbolic you prob could increase the stretch
It's not possible. It's based on x6 tiles.
@@leonardovergara5620 oh I didn’t know sorry
how to vomit
Hyperbolic Minecraft