Great article, but please do not continue before I have taken some aspirin. This is good for both a the mad mage building an impossible tower, as for the spaceship that jumps outside of the space-time continium. Go to Comment
We're going to go with, "Awesome" and leave it at that. It feels a bit more sparse on immediate usability compared to part 2, but it still introduces the concepts nicely, and gives some good starting ideas. I highly approve. Go to Comment
Perhaps a simple way to mix these concepts into a game grid would be to put players or characters into a space in which light suddenly moves in an extremely non-euclidien path over short distances. The characters would have to quickly adapt to "seeing" something in front of them that is actually to their left, and things that are moving would appear to be moving around them or disappear from vision. Go to Comment
A very thought provoking sub, and has enough solid math to be easily understandable as well by most of us scientific/tech geek types.
The only down side I can see is trying to explain the nuances of this article to a non science gamer in a way that doesn't take most of an evening and can be readily remembered several sessions down the road. (I.E lay-mans terms)
Then again there's some things you just can't put into lay-mans terms any plainer then this article does, and for those of us with a desire to use non-euclidean structures in our games, the upside is we (and the majority of our players) likely already have the requisite intellect to comprehend and make good use of the article as written.
Thought provoking and a well deserved 5.0!
(I would have commented and rated sooner but the temporary vote refresh bug served to delay my efforts.) Go to Comment
This is something special. It's one thing to just say "The space is non-Euclidean" and leave it at that. But that doesn't really accomplish anything. Looking at it from a scientific and mathematical perspective is the way to go. This definitely belongs among the pantheon of great subs. Congrats. Go to Comment
This is a solidly written, possibly useful article. With a bit of work, it could lend just the right touch of chaos or disorientation to a dungeon -- be it an insane asylum, a cursed manor or even a mad carnival. It would be interesting to see how this pairs with a house of mirrors, for example. Will have to think on it some more. Go to Comment
Great. Now I have an urge to research non-Euclidean geometry. Thanks.
Great sub. Great explanation of the whole mind-bending subject in simple ways even I can understand. Somewhat. And now I have an idea of making some castle where the courtyard is not your average Euclidean one, and you have to do a couple of laps while getting fired at before you reach the main (and barred) door... Go to Comment