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.
Thanks Tom! And for sure, more to come! I'm thinking of posting a video in a week or two of some neat building designs I've been finding! More than just the classic 6-room house I've been showing so far haha!
I really like how this is going! I know I mentioned myself that H3 (Hyperbolic 3d space, with more than 4 cubes around each edge instead of H2xE, which is essentially infinitely tall square prisms in a hyperbolic-euclidean arrangement, arranged according to 2d hyperbolic square tilings) would mess with the gravity in weird ways, and I know that CodeParade himself expanded on this issue in his latest Hyperbolica devlog, but come on. Just ignore the wonky gravity for a bit and go full H3, and do a cubic chunks type thing. Come on, you know you want to
Yup. :) A couple weeks ago I was finally convinced and am changing things around to allow both H2xE and H3 worlds. It's been busy/tough to say the least. But you're right, I really want to go all out with this and explore both worlds, H3 would be awesome as well. Gravity will be interesting to figure out, but I'm coming up with a few ideas. I don't think there's anyway to replicate a tradition sort of gravity, without voxels being slanted now and then, so it may have to work a little differently.
Amazing! Non-euclidean space is incredibly interesting and I am happy there are games being developed around the concept. Looking forward to seeing new updates.
this is soooo cool! I was just thinking if anyone is working on these, and this is very strange to me that nearly no one know what hyperbolic space is, this is so epic!
About the saving system, you could have a region file with this format: media.discordapp.net/attachments/658520864630767616/765306490402635827/unknown.png And to avoid loading all the saved chunks at once you could have a file specifying which chunk the player is in
I've found some interesting things about how you hyperbolised the world. I counted the number of squares around a vertex and there were 6. And then I was like "O my god, there are so many and yet the world looks so easy to see". Like, in HyperRogue you can only see what's immediately around you, close to you, everything at a close distance is already super distorted and small. In your game, the world looks nice and easy to see up to a far distance, so I was amazed. Then I noticed most vertexes are surounded by four blocks. And I was like "wait, what?". So, you hyperbolised only the chunks? Like there are six chunks around each vertex but inside each chunk it's a normal space? I looks like an amazing idea actually, because it's completely seemingless if you don't actively pay attention to find it out. The world looks very hyperbolised but super natural to see up to a far distance.
Thoughts: Do you think there will be tinted glass that affects light color? Do you have a separate light channel for daylight vs block light to reduce day/night cycle lighting updates? 4:29 maybe the lights should be drawn with emissive textures so the color is more clear Looks good!
I'm fairly certain it's possible, but I haven't given it a try yet to be sure. Tinted glass would be an awesome next step, especially with the RGB components already in place. Exactly, daylight and blocklight are separate. Daylight is only computes as white, then afterward multiplied by a color of the sun for what ever time it is, separating it into RGB components, then the maximum of each component from this RGB sunlight and the RGB of the blocks for a given spot are taken. Although I want to do more comparing to see if simple adding then clamping them would give better results? Totally agree, that threw me off in that moment haha! And thanks, all good questions/feedback!
@@kayturs Just contact RUclips Creator Support and let them know that the algorithm is mistaking your hyperbolic game for Minecraft. With any luck, they'll fix it.
@@melwugon3687 Thanks! I'm getting a kick out of it! And there will be an open source version of the game, but I'll be releasing more of a full game on Steam in the future. The open source version should be available within a couple of months though
I didn't find the green light any slow to update at all, I didn't even see difference between it and the blue light. I guess I'm used to slow computers and screens. Minecraft is way, WAY slower to me.
So I included a mode that allows the edges of chunks to curve horizontally as lines should in hyperbolic projections (and a mode to just simplify it and keep them straight). I've changed it so the chunks at the very edge of the world are straight regardless, so it doesn't give the weird effect you mentioned.
SO it's been a month since you released this video, and from what I've read youve been aiming to have a demo of sorts be available in about two months. Well it's been a month already, I'm just curious about how the creation of the demo has been going? Because this looks really intresting and I'd love to get hopelessly lost in it. XD I tried getting HyperMine to work, but I was hopelessly confused by all the things that it needed to run, so I'mhoping this will be a little bit easier to understand when installing. XD
if you’re referring to how moving forwards in hyperbolic geometry looks like zooming in, i’d guess zenorogue (creator of the game hyperrogue) has a good explanation for that if not, zenorogue still probably has a good explanation for it
what if you made it a regular minecraft mod? imagine trying to fight the wither when theres another direction it can move in edit: i know thats impossible, but it would be suuuper cool.
It isn’t technically another direction, but just more space in a space (lol) because it is not 4d, but hyperbolic, but I understand what you're saying. It will be A LOT harder. i mean, it is hard enough in bedrock XD
If you'd like to stay up to date with HyperBlock's development, join the discord server: discord.gg/325xVyPT
I feel as invested in this game as I was with the Hyperbolica devlog
oh my god, there is so much space between the fire room and the blue room. That's so amazing.
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.
Hyperblock looks so cool! You should defo do more
Thanks Tom! And for sure, more to come! I'm thinking of posting a video in a week or two of some neat building designs I've been finding! More than just the classic 6-room house I've been showing so far haha!
I really like how this is going! I know I mentioned myself that H3 (Hyperbolic 3d space, with more than 4 cubes around each edge instead of H2xE, which is essentially infinitely tall square prisms in a hyperbolic-euclidean arrangement, arranged according to 2d hyperbolic square tilings) would mess with the gravity in weird ways, and I know that CodeParade himself expanded on this issue in his latest Hyperbolica devlog, but come on. Just ignore the wonky gravity for a bit and go full H3, and do a cubic chunks type thing. Come on, you know you want to
Yup. :) A couple weeks ago I was finally convinced and am changing things around to allow both H2xE and H3 worlds. It's been busy/tough to say the least. But you're right, I really want to go all out with this and explore both worlds, H3 would be awesome as well.
Gravity will be interesting to figure out, but I'm coming up with a few ideas. I don't think there's anyway to replicate a tradition sort of gravity, without voxels being slanted now and then, so it may have to work a little differently.
Underground looks great. :) Avoids issues with the distance too by having potentially large but finite view distances.
Amazing! Non-euclidean space is incredibly interesting and I am happy there are games being developed around the concept. Looking forward to seeing new updates.
The lighting system looks really great. Also, the lava reminds me of the lava from a really old voxel game called Eden.
thank you for sharing this video! it looks like things are coming along great, the lighting system looks amazing, and i'm excited for the next video.
Thanks a lot! :) looking forward to sharing more soon!
this is soooo cool! I was just thinking if anyone is working on these, and this is very strange to me that nearly no one know what hyperbolic space is, this is so epic!
Definitely more people should know! It's mind blowing eh!
Cube shaped chunks (regions), each joining horizontally 5 around a vertex and vertically stacked in piles. Visually you have this already. :)
I'm looking forward to play this everyday
About the saving system, you could have a region file with this format:
media.discordapp.net/attachments/658520864630767616/765306490402635827/unknown.png
And to avoid loading all the saved chunks at once you could have a file specifying which chunk the player is in
Good point, this is true! This may be the best compromise if I don't figure out any other large scale repetition
Looking cool! I’m excited for the dungeons :)
my left ear enjoyed your voice
I hope your right ear didn't feel too left out lol
I've found some interesting things about how you hyperbolised the world. I counted the number of squares around a vertex and there were 6. And then I was like "O my god, there are so many and yet the world looks so easy to see". Like, in HyperRogue you can only see what's immediately around you, close to you, everything at a close distance is already super distorted and small. In your game, the world looks nice and easy to see up to a far distance, so I was amazed.
Then I noticed most vertexes are surounded by four blocks. And I was like "wait, what?". So, you hyperbolised only the chunks? Like there are six chunks around each vertex but inside each chunk it's a normal space?
I looks like an amazing idea actually, because it's completely seemingless if you don't actively pay attention to find it out. The world looks very hyperbolised but super natural to see up to a far distance.
My left ear likes this video's audio
(The game itself is super cool though)
looking good bro! just fyi, your voice is panned all the way left
Thanks, and ahh good call! I'll keep an eye out for that next time!
I wanted to see how the rooms look like from the outside, from above.
Thoughts:
Do you think there will be tinted glass that affects light color?
Do you have a separate light channel for daylight vs block light to reduce day/night cycle lighting updates?
4:29 maybe the lights should be drawn with emissive textures so the color is more clear
Looks good!
I'm fairly certain it's possible, but I haven't given it a try yet to be sure. Tinted glass would be an awesome next step, especially with the RGB components already in place.
Exactly, daylight and blocklight are separate. Daylight is only computes as white, then afterward multiplied by a color of the sun for what ever time it is, separating it into RGB components, then the maximum of each component from this RGB sunlight and the RGB of the blocks for a given spot are taken. Although I want to do more comparing to see if simple adding then clamping them would give better results?
Totally agree, that threw me off in that moment haha!
And thanks, all good questions/feedback!
Give this man a team!
Seriously, aren't you interested in gathering a team to help in this project?
I have a few things to clean up, but a git hub page for this will be open soon :) Really looking forward to getting help for this
Wow it looks really cool!!
Keep going the great work dude!! 🙌🙌🙌
I prefer light blocks over torches because torches would get confused with the orientation shift
I always wanted to have coloured light in Minecraft
Have you spoken with Zeno about optimizing your game?
Again, the algorithm thinks it's Minecraft.
I know! I little frustrating.
@@kayturs Just contact RUclips Creator Support and let them know that the algorithm is mistaking your hyperbolic game for Minecraft. With any luck, they'll fix it.
left channel audio, nice
Cool work. H2xR was probably the right choice. Btw, so is this open source / or will this be something one can buy?
I also love the colored lights
@@melwugon3687 Thanks! I'm getting a kick out of it! And there will be an open source version of the game, but I'll be releasing more of a full game on Steam in the future. The open source version should be available within a couple of months though
I didn't find the green light any slow to update at all, I didn't even see difference between it and the blue light. I guess I'm used to slow computers and screens. Minecraft is way, WAY slower to me.
Do know when there will be an available demo to the public? this looks super cool
thanks for your feedback! within a couple of months there should be a demo :)
what type of projection are you using because the ground seems to curl up far away
So I included a mode that allows the edges of chunks to curve horizontally as lines should in hyperbolic projections (and a mode to just simplify it and keep them straight). I've changed it so the chunks at the very edge of the world are straight regardless, so it doesn't give the weird effect you mentioned.
is the floor curved, or is it flat and distorted?
I downloaded it, but how do i play?
where did you get it from? i didnt know it was out yet
RTX mode when? /s
SO it's been a month since you released this video, and from what I've read youve been aiming to have a demo of sorts be available in about two months.
Well it's been a month already, I'm just curious about how the creation of the demo has been going?
Because this looks really intresting and I'd love to get hopelessly lost in it. XD
I tried getting HyperMine to work, but I was hopelessly confused by all the things that it needed to run, so I'mhoping this will be a little bit easier to understand when installing. XD
Gives me a similar feeling to this old Minecraft alpha version ruclips.net/video/K0vCGKTybC8/видео.html
why does evertything look like its a 2D image and youre inside it. its trippin me out
if you’re referring to how moving forwards in hyperbolic geometry looks like zooming in, i’d guess zenorogue (creator of the game hyperrogue) has a good explanation for that
if not, zenorogue still probably has a good explanation for it
Is this downloadable yet?
It will be in a couple months
Are you still working on this?
Absolutely :) every day.
@@kayturs cool
will there be modding support?
what if you made it a regular minecraft mod?
imagine trying to fight the wither when theres another direction it can move in
edit: i know thats impossible, but it would be suuuper cool.
It isn’t technically another direction, but just more space in a space (lol) because it is not 4d, but hyperbolic, but I understand what you're saying. It will be A LOT harder. i mean, it is hard enough in bedrock XD
Imagine exploring a fortress or a mineshaft in this. Mineshafts would be finally interesting.