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By matrefeytontias
So here's the deal : many many years ago, I saw screenshots of Miegakure, that very famous 4D puzzleplatforming game you probably all know about by now. The thing is, it never came out, not even a playable demo, except at big gaming events that I have no way to get to. As such, I decided a while ago that I had waited long enough and I decided to start working on my own mathematically accurate 4D rendering engine.
Without going too deep, the point of it is that 4D objects live in 4D space, and the socalled 4D camera just cuts a 3D slice of the 4D space and of every 4D object in it, which is then passed to your regular runofthemill 3D engine to display. Doesn't sound like anything too hard then.
The big problem however comes from optimisation. In 3D engines, you expect your geometry to never change ever, allowing for a lot of cool stuff like GPU caching and the like, and is usually pretty vital for performance. However in a 4D engine, the thing that never changes is your 4D geometry, not the 3D geometry that results from the cutting (that in fact changes every frame). The more mathematically inclined will also think about spatial complexity, since in 4 dimensions you have "a lot more space" to put objects in (purposefully keeping it vague). Moreover, I don't want to go through the trouble of building an actual 3D engine, because a lot of existing engines do that a lot better, and I would probably waste all of my time and motivation working on 3D instead of 4D.
As a demonstration, my very first demo uses Three.js and is basically a 4D enigma : http://mattias.refeyton.fr/PAF/slicing . The goal is to get to the other side of the wall where the green cube is, knowing that the wall is too high to jump over and that you can't go around it. You can use ZQSD to move (French keyboard, sorry), and A and E to look "ana" and "kata", which are the 4D equivalent of left and right. You'll excuse the roughness of the whole thing, as it was done in 5 days for a school project (it was the perfect opportunity). This has only been tested on Firefox and Chrome.
Hence my question : what do I use as a foundation to work on this ? I'd like to use either C, C++ (for performance) or Haxe (for the multiple targets), if that gives any leads. Of course, doing it from scratch is a totally valid answer, as I would be able to include many 4Donly things (such as 4D lighting and other cool shit) that I'm having trouble seeing how I could implement them in an existing engine. Another thing to take in consideration is that there's probably going to be a 4D physics engine to come with it, and that I'm not sure how hard or easy making that work with an existing 3D engine would be.
Also I'm killing two birds with one stone by asking if anybody would be interested by a stream of this. I'm planning to eventually stream my work on this, which would include math on blank paper, and heavily mathematicallyinclined discussion, not just coding (relatively little coding in fact).

By ramirofages
Hello everyone, I was following this article:
https://mattdesl.svbtle.com/drawinglinesishard#screenspaceprojectedlines_2
And I'm trying to understand how the algorithm works. I'm currently testing it in Unity3D to first get a grasp of it and later port it to webgl.
What I'm having problems with is the space in which the calculations take place. First the author calculates the position in NDC and takes into account the aspect ratio of the screen. Later, he calculates a displacement vector which he calls offset, and adds that to the position that is still in projective space, with the offset having a W value of 1. What's going on here? why can you add a vector in NDC to the resulting position of the projection? what's the relation there?. Also, what is that value of 1 in W doing? shouldn't it be 0 ?
Supposedly this algorithm makes the thickness of the line independent of the depth, but I'm failing to see why.
Any help is appreciated. Thanks

By Yarden2JR
Hi there everyone! I'm trying to implement SPH using CPU single core. I'm having troubles in making it stable. I'd like some help in order to understand what is wrong and how could I fix it. Please, take a look at the following videos:
Water inside sphere using Kelager's parameters
Water inside big box
Water inside thinner box
I've already tried using XSPH, the hash method to find the neighbors (now I'm using the regular grid, because the hash method didn't work for me) and two different ways of calculating the pressure force.
I'm using mostly the following articles:
ParticleBased Fluid Simulation for Interactive Applications, Matthias Müller, David Charypar and Markus Gross
Lagrangian Fluid Dynamics Using Smoothed Particle Hydrodynamics, Micky Kelager
Smoothed Particle Hydrodynamics RealTime Fluid Simulation Approach, David Staubach
Fluid Simulation using Smoothed Particle Hydrodynamics, Burak Ertekin
3D Langrangian Fluid Solver using SPH approximations, Chris Priscott
Any ideas? Thanks!

By LollipopGlock
Hello, I'm Lollipop.
I have hobby project it is in very beginning phases. I'm looking for people to come in see my ideas and add input, nicely and respectfully poke holes in everything and even contribute if they desire. It's all concept, ideas, some story line, concept features, some characters. It is original creative fantasy with hopes of being open world, mmorpg.
Thank you and be kind

By flatingo
I want to share my experience and collected here the most common mistakes in creating and advertising your games. I'll be glad if it helps you.



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