Published On Dec 4, 2020
In this 4th installment, we'll go beyond the camera and dive into the tricky
nuances of dealing with hyperbolic and spherical rendering, how to achieve them in a traditional rendering pipeline, and working with gravity in a hyperbolic world.
Previous Devlogs:
Devlog #1: • Non-Euclidean Geometry Explained - Hy...
Devlog #2: • Spherical Geometry Is Stranger Than H...
Devlog #3: • Rendering Hyperbolic Spaces - Hyperbo...
Hyperbolica on Steam: https://store.steampowered.com/app/12...
Trailer: • Hyperbolica: A Non-Euclidean Adventur...
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