172 karma · joined June 19, 2015
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.
(The original meaning is of course about breaking 5th postulate while all the others hold, showing that it was possible was a celebrated result in mathematics, while it is trivial to break the postulates in some arbitrary way.)
Still a better name than NetHack (which is not a game about hacking networks... "Net" just refers to collaboration over net to improve the game Hack). There is also BrogueCE ("Brogue Community Edition").
When I started working on HyperRogue, I expected it to be a "gimmick or tech demo" as you say. But after implementing the basic roguelike gameplay, it felt surprisingly good, better than what I had actually planned. So released it, and other people liked it too.
So it is not surprising that people expect it to be a gimmick (given that I did expect that hyperbolic geometry would make basic roguelike gameplay feel better myself). Some people do not get it on their first try, but love it on their second try.
Still, there are many very polished roguelikes on Steam (Dungeons of Dredmor, Crown Trick, Sproggiwood, Moonring, etc.).
* In Euclidean open space, if you are attacked by two adjacent monsters at once, you cannot escape, because the monsters would just move in parallel lines. In hyperbolic, you can, because parallel lines do not work.
* In Euclidean open space, if you are ambushed by many (say, 12) monsters on all sides, you cannot escape. In hyperbolic, you can. There is always more directions than it seems.
There is a land Hunting Grounds which teaches the tactics above. It simply does not work in Euclidean mode. There is also this article: http://zenorogue.blogspot.com/2012/03/hyperbolic-geometry-in...
* depending on what you mean by "looks the same". How do you perceive depth? In a natural model of depth perception based on binocular vision or parallax, the hyperbolic space looks like a bounded ellipsoid (more precisely, stretched Beltrami-Klein model), so it could not look like an infinite Euclidean scene.
If you want to get intuitions about how this tree-like structure works, it is the best to play HyperRogue. For formal math, I guess it is the best to read the relevant papers.
(I guess the hierarchical structure of transportation networks, from hub airports -> ordinary airports -> major roads -> minor roads, could be interpreted as hyperbolic geometry, in the same way as Internet has hyperbolic geometry. A very liberal and abstract interpretation though. I do not see how making sharper turns makes sense.)
Which is actually quite cool: while so-called "non-Euclidean" games do all they can to show how weird they are, the actual non-Euclidean geometry pretends to be normal (but actually it is way more weird).
Currently working on a more detailed "book" on this :)
There is a brief explanation here: https://twitter.com/ZenoRogue/status/1638997769141604360
See also the catalog https://zenorogue.github.io/tes-catalog/
As long as they cross in front of the eyes. If they cross in the back, the math works, but the brain is not trained for it.
In spherical geometry that happens -- you see things which are just behind you, but the brain has problems interpreting that.
Simulating binocular vision is not the only approach though -- you can use a perspective where the objects appear at the correct distances, some non-Euclidean VR games do this.
It is not clear how to make a hyperbolic pixel-based game because there is no fixed relation between the map and the screen pixels. (This is also why HyperRogue cannot use pixel art.)
Of course, one could still just pick a dense grid and use it instead of the actual pixels.
There is nothing very close to Tunneler, but there is an Asteroids clone mini-game inside HyperRogue, and a "shmup mode" which is real-time and can be played in local coop.
And algorithms for the procedural generation are indeed quite challenging (as you noticed, you cannot just work on all 10^7000 cells).