That sounds like an artifact of the display. Pathing through a non-Euclidean map is, for example, a major game mechanic of Super Mario Galaxy; it's not difficult at all.
That sounds like an artifact of the display. Pathing through a non-Euclidean map is, for example, a major game mechanic of Super Mario Galaxy; it's not difficult at all.
Additionally, 2D sphere surfaces are very understandable because they can actually exist in our 3D world and we're used to them; hyperrogue has a hyperbolic non-euclidean 2D geometry which is impossible in real life, much more confusing, and impossible to display with no confusion. I don't know what Smart Kobold is, but I presume it's also not just a regular 3D game like Super Mario Galaxy.
That is not true in any meaningful sense. You can jump. But you can't move through the 3D space. You're stuck to the surface of the closest sphere. All of your pathfinding problems are non-Euclidean pathfinding problems.
If you were a sprite embedded within the surface, moving from sphere to sphere by using pipes, that would add nothing to the difficulty of pathing around the sphere.
More relevantly to your original comment, it is always going to be far easier to understand 2D spherical geometry (possible to create in 3 dimensions, we see it every day) than 2D hyperbolic geometry (not possible to create in 3 dimensions, completely foreign to us), so I don't think it is a 'display' issue at all.
Foreign to us, yes. It's perfectly possible to represent a hyperbolic paraboloid in three dimensions.
https://mathworld.wolfram.com/HyperbolicParaboloid.html
> so I don't think it is a 'display' issue at all.
...you just complained that moving around a sphere should count as non-Euclidean if it's displayed inconveniently, but not if it's displayed conveniently. But you don't think that's a display issue?
In general it is impossible to have an isometric embedding of H2 in E3, although it is possible to have isometric embeddings of fragments of H2.