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Yes, game designers regularly take advantage of physically impossible models. Look at this map of the level "5-D Space" from Bungie's Marathon.[1] Like Doom, th
by whoopdedo 4y ago
Yes, game designers regularly take advantage of physically impossible models. Look at this map of the level "5-D Space" from Bungie's Marathon.[1] Like Doom, the map is made of 2D sectors, but without the restriction that sectors can't overlap. Bungie took advantage of this to create an impossible space. The crossing solid lines are part of different rooms that can't be seen from the other. Only sectors connected with the light colored two-sided lines are visible. So you could turn left four times but be in a different room than where you started.
Overlapping was used in Tomb Raider III[2] to create a UFO that is larger on the inside than it is on the outside. (This had the unfortunate outcome where I was once killed by an enemy that was inside the UFO while I was outside, but the game thought we were in line-of-sight.) The original Tomb Raider games also used a trick to make the environment dynamic. When they needed to show a wall moving, or ceiling collapsing, or a room being filled with water, you'd be instantaneously teleported to a different map. Sneaky camera positioning made sure you never saw the change taking place. Teleporting is a common technique to make a map appear larger or more complex than it really is. One I learned recently is in The Witness[3].
The best example of a game built around physically impossible spaces is Antichamber[4]. You might enter a room, walk around a pillar, and exiti the same door but end up in a different place than where you started. Antichamber uses portal rendering to show areas that are larger on the inside than the outside, similar to the overlapping in "5-D Space". But also I think it has some teleporting.
[1] https://www.lhowon.org/level/marathon/30 https://www.lhowon.org/level/marathon/30
[2] https://www.tombraiderforums.com/showthread.php?t=166545 https://www.tombraiderforums.com/showthread.php?t=166545
[3] https://old.reddit.com/r/TheWitness/comments/47pr3h/spoilersmeta_the_existence_of_portal_technology/d0eseww/ https://old.reddit.com/r/TheWitness/comments/47pr3h/spoilers...
[4] http://www.antichamber-game.com/ http://www.antichamber-game.com/
- lupire 4y agoIs that 3D? Seems not.
- deleted 4y ago[deleted]
- schiffern 4y agoIf not three, then how many dimensions? One could argue that both the video games and the physical puzzles are in 4D space-time, but I doubt that's what you meant. The space within the video game isn't flat / Euclidean of course, but that doesn't mean it's not 3D.
- cableshaft 4y agoTea for God is a VR game that uses whatever physical space you have and generates Euclidean Orbifold levels based on that. It feels like you're progressing further and further into the game, but the levels are just folding in amongst each other, you 'get on elevators' that take you somewhere else, etc, and in actuality you're just walking around a bunch pretty much in circles. Here's a video that shows someone playing it and what they're actually doing at the same time: https://youtu.be/LapaqlWCO84?t=124 https://youtu.be/LapaqlWCO84?t=124