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Question by molokh · Oct 05, 2011 at 01:26 PM · physicsmodelling

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!

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avatar image syclamoth · Oct 05, 2011 at 01:56 PM 1
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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.

avatar image save · Oct 05, 2011 at 02:14 PM 0
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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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