An explanation of how walking through walls would actually look like if you could move in 4D. For more details, see this blog post: http://marctenbosch.com/news/2014/08/new-trailer-how-to-walk-through-walls-using-the-fourth-dimension Additional Notes: * Yeah it's actually "around" walls, not "through!" * There are *infinitely* many 3D worlds stacked on top of each other, even if in the introductory Wall Level the ground texture makes it seem like there are only two. A more complex example is the shape at the beginning of the trailer, which is a true 4D shape called the 120 Cell, as explained here: http://marctenbosch.com/news/2014/04/what-is-that-shape-at-the-end-of-the-trailer-hd-screenshot/ * From the perspective of a regular 3D observer standing next to the wall the player character would suddenly disappear, and a few moments later reappear on the other side of the wall. * In this game the fourth dimension is not time, it is a fourth dimension of space. * See also: Flatland (https://en.wikipedia.org/wiki/Flatland) Programming & Design by Marc ten Bosch (http://marctenbosch.com) Pixel Art by G.P. Lackey (http://narwolf.tumblr.com/) Music by Disasterpeace (http://disasterpeace.com) & Mateo Lugo (https://soundcloud.com/mateolugo) ------------------------------------------------------------------------------------- http://miegakure.com ------------------------------------------------------------------------------------- |
Views: 224896 | 2014-08-27 |