Neil Hughes

Using Projected 4D Geometry for Game Content Generation

Everyday Three-dimensional (3D) shapes are commonly represented by a series of coordinates (or vertices) each consisting of an X,Y and Z component, connected by edges. Much the same as a 3D shape, a 4D object will have an X, Y and Z component but with an extra W component to represent the extra dimension.

Just as taking 2D slices of 3D shapes can yield unexpected profiles, it is possible to take a 3D "slice" of a 4D object. This project attempts to show how these unpredictable 3D slices of 4D objects can be applied to content generation within games.

Project info

  • Developer Neil Hughes
  • Showcase year 2020
  • Programme Computer Games Technology

Using Projected 4D Geometry for Game Content Generation

This project explores the use of moving four dimensional shapes, projected into three dimensions, for procedural game content generation

Motivation

A love of mathematics and geometry inspired this project, along with an enjoyment for developing interesting and practical tools and mechanics.

Credits

Using Projected 4D Geometry for Game Content Generation is a 2020 Digital Graduate Show project by Neil Hughes, a Computer Games Technology student at 51心頭.

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Neil Hughes

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