4D video game OT: tesseracts, hyperspheres, and an entire 4D civilization

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Started by Legend, Jan 26, 2019, 08:07 PM

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Legend

Filters, filters, and more filters.

The renderer outputs a 3D block of pixels. An advanced filter is then applied to convert the 3D block into a 2D image that can be displayed on a screen. This is very similar to CT scans so I'll use pictures from them as examples.

1. Transparent Voxels

This filter is pretty straightforward. Every voxel is made mostly transparent and the volume is rendered with a perspective camera. Here is an example of this filter in action on the previous prototype.


Pros:
Straightforward and easy to grasp as a viewer.
All voxels contribute to the final image. The "insides" of objects are visible as they should be.
Works amazingly well when rendered in VR or stereoscopic 3D.

Cons:
Hard to distinguish objects under some circumstances.
Hard to determine distance from the 3D camera when rendered in 2D.
Colors change depending on viewing angle.

2. Dynamic Voxels

In a similar fashion to the previous filter, the voxels are made partially transparent and rendered with a perspective camera. This time however the voxel's alpha values are used to make important objects appear mostly solid. Here is a simple example from the initial prototype.


Pros:
Looks visually pleasing and is easy to understand.
Depth is more pronounced than other methods, especially in 2D.
Allows for high contrast between different parts of the image.

Cons:
Hides voxels from view when they are behind solid objects.
"Insides" of important objects are not visible.
Less important objects are hard to see and easy to miss.

3. Reconstruction

Voxels from the initial render are mapped directly to pixels on the screen. The above picture shows many side by side slices. Another way to map 3D to 2D is with space filling curves. My curve of choice is the hilbert curve. A 3D curve wraps around the voxel volume and maps every voxel to a point along a line. Then this line is stretched and curved to cover the entire 2D screen. This mapping method breaks apart the scene and makes no sense when first viewed, but it can become second nature with enough experience. Here is a screenshot of this filter in action from the initial prototype.


Pros:
Every single voxel is fully visible and fully understood.
Makes cool patterns on the screen.

Cons:
Countless hours of gameplay are needed before it makes sense.
Cannot be viewed in VR or 3D.
Obfuscates the game's 4D nature.


Every filter can have lots of options and settings. I think it'd also be good to let the screen be divided into multiple windows so multiple filters could be viewed side by side. Are there any additional filters that you can think of?