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ZenoRogue | HyperRogue non-Euclidean VR demo @ZenoRogue | Uploaded May 2021 | Updated October 2024, 1 hour ago.
When HyperRogue was first released, it had only the traditional-style roguelike "graphics": # for walls, letters for monsters, dots for empty spaces. But it took a rather surprising path, introducing vector-based graphics, then 3D effects, experiments with full 3D geometries, becoming a rather universal non-Euclidean engine, and recently full Virtual Reality.

This video shows various things possible in HyperRogue with VR. It is rather hard to show VR in a standard video, but let's try!

0:00 classic HyperRogue view

This is the classic HyperRogue display, but in VR. VR still makes it fun -- you get 3D effects, you can have a large virtual Poincaré disk wherever you want!

0:10 Alchemist Lab FPP

Of course you can also use VR with the first-person perspective.

0:24 Hell FPP

0:36 Hypersian Rug

And with the "Hypersian Rug" model. Hyperbolic crochets are much more fun in real life than any static image or video can show. Hopefully the VR version brings at least a part of this joy!

1:09 Sphere from the Inside

The game is played on a sphere around the player.

1:19 Sphere from the Outside

And here the game is played on a sphere in front of the player.

1:28 H3 view

This is a periodic structure in the three-dimensional hyperbolic space, rendered using raycasting. While HyperRogue is less fun to play in three-dimensional spaces, you can explore non-Euclidean structures, race through various geometries in the racing mode, or draw 3D things in VR in the Drawing Tool.

1:51 Poincaré ball

You can also view other three-dimensional models of non-Euclidean geometries using VR. Here is the tree structure of the {3,3,6} hyperbolic honeycomb in the Poincaré ball model.

1:56 Nil

Nil is a "twisted" aisotropic geometry. It works differently in different directions.

2:01 Solv

Solv is an anisotropic geometry that is not even rotationally symmetric.

There are many interesting choices when designing non-Euclidean VR visualizations. The geometry works differently in a non-Euclidean space, so some obvious things in Euclidean visualizations (including tons of so-called "non-Euclidean" videos which have nothing to do with non-Euclidean geometry) are, well, no longer obvious.

Should the relative headset movements be translated exactly to the virtual space? If so, if you move to another place in VR and return to where you started, you are probably NOT in the place where you started in the real world. And vice versa. This is because the geometry works differently!

How should the binocular vision work? Should we just render the inner view from two points? If so, distances are not perceived correctly, and in anisotropic geometries this does not even work.

The engine lets you configure various details, such as the above, the length of the absolute unit (i.e. the scale of the non-Euclidean space), and so on. Have fun!

HyperRogue, the non-Euclidean roguelike: roguetemple.com/z/hyper

Of course VR also works in other things using the RogueViz engine:
Bringris, the non-Euclidean falling block game: zenorogue.itch.io/bringris
RogueViz demos: zenorogue.itch.io/rogueviz

Music: Graveyard from the HyperRogue soundtrack by Shawn Parrotte
HyperRogue non-Euclidean VR demoHyperbolic triangles with slidersBeaded hyperbolic planeImprecise BirdsCat Portal: Non-Euclidean Portal in SolvMirrors over and under the hyperbolic planeAscending and Descending in NilNil geometry explained!Non-Euclidean brainsHypersian Rug modeNon-Euclidean Hollow EarthHyperbolic analogs of spherical projections

HyperRogue non-Euclidean VR demo @ZenoRogue

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