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#miegakure#4d#tetrahedralmesh

Designing a 4D World: The Technology behind Miegakure [Hide&Reveal]

[mtbdesignworks {Miegakure, 4D Toys}]

48K subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Marc Ten Bosch, creator of Miegakure
  • Made by the vendor. The company whose product it covers made or sponsored it.
  • May be out of date. Uploaded 10 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

1.3M views10 years ago1 recommendation

Graphics and audioGame developmentRenderingUnity, Unreal and GodotBuilding a game engine

Marc Ten Bosch explains how Miegakure uses tetrahedral meshes instead of triangular meshes to build and render a four-dimensional game world.

We build our 4D world using Tetrahedral (instead of Triangular) Meshes, and show 4D Crystals as an example. See also: How to walk through walls using the 4th Dimension: youtube.com/watch?v=9yW--eQaA2I Stay tuned for the next video, which will show more gameplay! We also will make more videos explaining the fourth dimension using the game. Subscribe to the channel if you are interested. Image Formation by Lenses from College Physics. Download for free at cnx.org ⦿ Support us on Patreon: patreon.com/marctenbosch ⦿ Wishlist Miegakure on Steam: store.steampowered.com/app/355750/Miegakure ⦿ Buy 4D Toys on iOS: 4dtoys.com/ios ⦿ Buy 4D Toys on Steam: 4dtoys.com/steam ⦿ Mailing list: marctenbosch.com/mailing-lists ⦿ Blog: marctenbosch.com/news ⦿ Twitter: twitter.com/MiegakureGame

Why it's here

1 person recommends this

What people say. Recommended as an interesting look into the mathematics and rendering techniques behind a four-dimensional game.

u/hellovoidin r/GraphicsProgramming • Recommends

Miegakure 4D rendering? Hey guys, As I'm sure you've all seen by now, Marc Ten Bosch has uploaded some interesting articles / videos regarding the tech behind the "4D"-ness of Miegakure: * http://marctenbosch.com/news/2015/12/how-do-you-even-develop-a-4d-game/ * link to this video My question is: how do you think the actual rendering engine works? I can understand, conceptually at least, the mathematics behind transforming between dimensions. But how do you think that is implemented in terms of visualization? If it's traditional polygon rasterization, do you think he's using something like marching cubes or SDFs or some similar algorithm for going from implicit representations -> polygon soup?…