Euclid's Manor
Description
Explore this marvel of architecture, an entire manor, all within one room! Finding the exit shouldn't be hard, right?Euclid's Manor is a small non-Euclidean (aka Escherian) exploration game.
Controls
* Look: Mouse or Right Stick* Move: WASD / Arrows / Left Stick
* Pause: Escape or Menu Button
Credits
Made with the Godot engineTextures
* ambientcg.com* freepik.com
Models
* Unity Asset Store* Lamp
* Table and Chairs
Tools
* UnityGLTF(Unity Prefab Exporter)* Normal Map Online
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Tools: Godot



Comments15
I felt I'm living in a limited Euclidean space, while this game is releasing the limits of space.
For implementing non-Euclidean spaces I used the more standard approach of seamless portals, unlike the more mathematically accurate games such as HyperRogue and Hyperbolica. Once I had working portals it was pretty straightforward to create these spaces, other than learning a new game engine, but getting the portals to that point involved mashing together at least half a dozen tutorials and discussions. Shoutout to the Sebastian Lague video (youtu.be/cWpFZbjtSQg) for the math and several reddit comments for the shader code.
I did actually run into an issue that I don't know if its a bug or rare documentation issue, but I need to look into reporting or fixing. For some reason viewport cameras weren't using a WorldEnvironment node no matter what I tried, so I ended up just disabling some of the engine's more advanced lighting features by not using a WorldEnvironment until I needed a skybox for the ending courtyard. That way the other side of the portals wouldn't look different when rendered with the main camera instead of the portal camera.
Overall it ended up being pretty manageable fixes to get stuff working, just difficult and time consuming to track down the issues because some of the features I used are relatively obscure. Also sorry about rambling on, I hope it was interesting.
Good game! Good job!