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The trick with why HyperRogue works as a game does in fact come down to hyperbolic geometry; it's not a gimmick. Hyperbolic space has a lot more space in it th
by juped 3y ago
The trick with why HyperRogue works as a game does in fact come down to hyperbolic geometry; it's not a gimmick.
Hyperbolic space has a lot more space in it than flat space. The circumference of a circle grows linearly with the radius in flat space, but exponentially in hyperbolic space. There's a huge amount of room even just a short distance away from some given point.
HyperRogue is based around this property; one wanders the tiles of the hyperbolic plane in arbitrary directions, visiting various biomes with their own mechanics. Switching biomes is as simple as walking in an arbitrary direction until you see a biome wall, but at the same time every biome is endless in all* directions. This wouldn't actually fit in a Euclidean plane.
There's also some mechanics that make use of the properties of the space, like the very difficult late game puzzle of "walk 100 paces, then return to your starting point" or the tricky "find the center of this circle".
*pedant repelling asterisk
- deleted 3y ago[deleted]
- LanceH 3y ago> find the center of this circle That damned holy grail. It's only something like 21 steps from the edge of the circle. How hard can that be, right?
- immibis 3y agoWell, it's also easy to imagine a Euclidean variation of HyperRogue that would use portals (line segments) as biome bondaries, instead of lines.
- pmoriarty 3y ago"Hyperbolic space has a lot more space in it than flat space. The circumference of a circle grows linearly with the radius in flat space, but exponentially in hyperbolic space. There's a huge amount of room even just a short distance away from some given point." So why can't the effect be simulated in Euclidean space by just using a bigger circle?
- Jaxan 3y agoIt’s not about a single circle, but about the growth rate.