- My new sounds: Time-like melody (WIP 1) soundcloud.com/mijyn/time-lik… on #SoundCloud 12 hours ago
- My new sounds: Everlasting Friendship soundcloud.com/mijyn/everlast… on #SoundCloud 2 days ago
- My new sounds: Bonds of Friendship (WIP 3) soundcloud.com/mijyn/bonds-of… on #SoundCloud 6 days ago
- My new sounds: Happy-ish epic-ish music idea-ish soundcloud.com/mijyn/happy-is… on #SoundCloud 1 week ago
- I just checked out "Star Citizen"... MAN! The graphics!!! And the shaders!!! I have NEVER seen anything as good as that before!! 1 week ago
A listing of random software, tips, tweaks, hacks, and tutorials I made for Ubuntu
IT – A game/demo that takes 4D realism to the next level
April 1, 2013Posted by on
For the past week or so, I’ve been working on a game, or rather, a demo, on using a highly immersive 4D environment (3 dimensions plus time). I know that many games have used synthesized 3D images on a 2D canvas, constantly being updated at a certain rate, synthesizing the fourth dimension in real life, in fact, this is the standard for most games. The realism in these games rely on the capabilities on the 3D artists and the designers to create imperfect environments that simulate this world.
When I started working on this game, I wanted to do something completely different, and take 4D realism to the next level. It sounds impossible with the current technology, but it actually isn’t. In fact, nearly every computer has the required capabilities of doing this! By using the interfaces that allows real life to interact with the core of the computer (and vice-versa) in creative ways, it is possible to reverse this, and create an application or game that interacts with real life, while still remaining as software.
Though it may sound hard, it is actually really simple! It doesn’t need any kind of direct hardware interaction, you can implement this easily with most major kernels! Since I currently use linux, this game only runs under linux (might run on FreeBSD, I have heard that they had some kind of support layer for linux… not sure though).
Since I wanted to release this demo as soon as possible, I didn’t do an amazing job at keeping the codebase clean, but once I have finished cleaning it up (or at least so that it will be somewhat readable), I will release it on github.
But I have created both i386 and AMD64 builds for this, available here:
- i386: http://ompldr.org/vaHlpMA/it-game-i386.tar.gz
- AMD64: http://ompldr.org/vaHloeA/it-game-amd64.tar.gz
EDIT: Yes, this was an april fools joke. The game itself worked, but the 4D realism did things like open the CD drive, disconnect the internet (though it does not do that by default), change the num/caps/scroll lock status, and open pop ups (since the computer environment itself is more real than the game environment). It was more or less of a whack-a-mole game, where you won points by fixing/closing the “issues” it made.
Source code: https://github.com/MiJyn/it. It’s still really messy (especially in net.cpp and keylock.cpp), but you should be able to figure out what it basically does and how it does it.
This actually was my first time operating with kernel calls (and netlink, to which I had spent ~2-4 days trying to work it, just to find out that it didn’t do what I wanted it to ), so it was kind of a wonder that I was even able to finish it by april fools.