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Non-Euclidean Geometry

Solo Developer

Unreal 4

  • Unreal 4
  • Rendering
  • Materials
  • Optimization

Uses a number of cameras rendering their view onto a flat plane applied to other objects, creating the illusion of impossible, non-Euclidean spaces. Only the cameras actually needed from the player's current angle render, for performance.

Each side of a cube is its own scene with its own camera; as the player moves, those cameras move with them, and their capture is projected onto a material on the cube's face, making it look like the player is peering into another world. Lighting "passed through" from other portals is faked with dynamic lights timed to lighting events from the other cameras, and a water material on one side creates the illusion of rain passing through. Only visible cube faces keep their cameras capturing; the rest are disabled for performance.