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  • Broschiertes Buch

This thesis evolves around the basic concepts of hypergeometry for videogames. Beginning with an explanation of the world. Defining from the basic transforms up to rotations around arbitrary planes. The followup describes the implementation of such a game using the unreal engine. The depicted visualization is separated into cut (4D intersection by a 3D plane) combined with a projection (3D cast shadow of a 4D object). This allows to perceive the entire level at once. The developed game is a FPS based platformer with puzzle elements. The players can move to any point and can see any rotation of…mehr

Produktbeschreibung
This thesis evolves around the basic concepts of hypergeometry for videogames. Beginning with an explanation of the world. Defining from the basic transforms up to rotations around arbitrary planes. The followup describes the implementation of such a game using the unreal engine. The depicted visualization is separated into cut (4D intersection by a 3D plane) combined with a projection (3D cast shadow of a 4D object). This allows to perceive the entire level at once. The developed game is a FPS based platformer with puzzle elements. The players can move to any point and can see any rotation of space(in case there is a place to stand on). It is only possible to rotate 4 dimensional which prohibits the player from walking off a plane, without noticing. The game itself can be played for free. If you are interested in the code, please send me an email.
Autorenporträt
Hlava, Björn
Born on march 14th 1987 in Hamm.As i was always fascinated by things other people are struggling to understand, i started programming when i was 14 years old. During my Bachelor studies I focused on algorithm engineering.During my Master's I went into game development and wanted to show other people the way I imagine 4D, resulting in this thesis.