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How to construct a 'working' Klein Bottle (and other non-Euclidean things)?
Greetings, all!
Back from the days of Duke Nukem 3D, I remember a non-euclidean map, a round corridor in which you had to go the whole 720° to end up where you began (but you only see one of the two circle-variants of a corridor, despite them occupying the same 3D space). Likewise, there was another where a corridor surrounded a room, and had 4 doors into it . . . but depending on which door you used, you entered a different room (and there was only one entrance in a room, and thus 4 rooms with one door each, all occupying the same 3D space). There were no teleporters involved*. Finally, probably everybody heard about the Klein Bottle, though seeing one where you only see the walls appropriate for your 4D-position in it is rare.
So, how are such things made? They've been done in older 3D games, and didn't involve teleporters*, so I know they're possible.
== I know because I took a look at the level in its native editor. The engine didn't support culling masks either.
Thanks in advance!
Well, I wouldn't be so quick to say they didn't involve teleporters! Just because it doesn't have 'portal effects' doesn't mean you're not teleporting at some point. I remember marathon had something like this- but it was more of a quirk of the engine (because of the way the levels were layed out) - It was possible to have two rooms occupying the same space.
Objects occupying the same space is very much possible in Unity too using culling the right way. Though you might want to consider just moving a duplicated room to the position at the door you choose to enter. The solution depends highly on what is in these rooms.
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