Comparing some of the weird geometry effects in the doom video, like things sliding sideways when you move forward, I feel like it's reasonable to call this doom non-euclidean!
So in the final presentation, you're seeing a facsimile of a universe where the value of Pi has only changed in two out of three spatial dimensions.
For actual non-Euclidean stuff I recommend ZenoRogue stuff. For example a simple game with Nil geometry[1], giantic bossfight in non euclidean world rogue game[2], or some general geometry weirdness [3]. Or just check out any of their stuff.
[1] https://m.youtube.com/watch?v=gejRg_q70EA&pp=ygUJemVub3JvZ3V...
[2] https://m.youtube.com/watch?v=jcnXI8IArRI&pp=ygUJemVub3JvZ3V...
[3] https://m.youtube.com/watch?v=yqUv2JO2BCs&pp=ygUJemVub3JvZ3V...
(And it's possibly 4 axioms broken; I'm reckoning "all right angles are equal" as still holding, though I'm not 100% sure a "normal" right angle and a right angle generated where a portal bisects the angle is necessarily "equal" in all relevant ways. It's been a while since I did geometry proofs but the more I ponder it the less sure I am. If not that would leave only "a straight line segment can be prolonged indefinitely" as holding, and unlike in Euclidean geometry a straight line segment may intersect itself arbitrarily often.)
The gee-whiz "what if" sort of question your asking doesn't really mean anything anymore. In about the mid-20th century math finally came to terms with basically anything you can define being a valid subject of investigation. Arguments about whether things like "imaginary numbers" are "real" and therefore worthy of study are largely gone now. (Whether they are "real" for some definition is now a philosophy question.)
Since axioms define the system you are building, if you want "Euclidean except plus portals" you just need to write them down and start studying them. There are multiple possible sets that describe different systems; for a trivial example, you can assert in an axiom that area is conserved on passing through a portal, or you can write axioms that don't conserve that, and follow the implications from there. Video games have had both kinds of portals. Do portals need to be straight or can they be curved? What do curved portals do to other curves if they pass through them? Does "passing through them" even mean anything (note Euclidean geometry doesn't have "time" in it)? How crazy can I be with the portals? What happens if I define a portal as having a boundary corresponding to a Cantor set [1] and pass a line through it in an axiom system that has "time"? There is no one answer to that question, it depends on the axioms you write down, which may or may not even permit such portals.
Mathematicians will accept any and all of these systems if you write them down. Some may prove to be "uninteresting". Some may prove to have contradictions in them. But it's been a long time since a mathematician would even consider berating you about any of those choices not being "realistic" or something.
And I expect it is very likely some topologist somewhere could hear all these idle musings of mine and say "Oh, yes, you want to go to $TOPOLOGY_SUBDISCIPLINE for that." I don't know what the subdiscipline is or I'd name it, but I'm sure there's something already out there for all this. Since the mathematicians stopped worrying about "realness" they've really spread their wings as as discipline.
Oh, and then I guess you could add requirements that for any continuous path along with a, continuous choice of an orthonormal basis of the tangent space, along that path, that uh, transporting small volumes along it, not change the volume?
Bonus point if the new axioms play well with existing ones, and are useful to work on our reality.
This one might not hold either, depending on your point of view. If you take the point of view of someone traveling along a line, that can still go on forever.
But if you're measuring the line, portals can easily prevent it from extending indefinitely, by wrapping it around to an earlier part of itself. It would then fail to be the case that, for any distance, there are two points on the line separated by at least that distance.
Come to think of it, long enough has probably passed that I might enjoy replaying it.
You take pictures to create portals to other parts of the level, but in any orientation/angle that you want.
The writing is too wordy though, which is an issue when translated - I've watched some Japanese streamers play it and the subtitles try to keep every single idea in there, making them so long they're a headache to read.
So even though you were in the same absolute space coordinate as another player, you were not necessarily in the same room.
Good times. <:o)
(not exactly the effect in the video you responded to, but similar category)
I suppose something around non-Euclidean levels without user-created portals could be interesting, but I think it'd be hard to flesh that out to a point where there's enough there for a whole game without coming up with some other gimmick.
> They are also used twice in the campaign (contrary to the commentary's claim that they are only used once): in the GLaDOS wakeup sequence where they are used to connect the incinerator shaft to GLaDOS' chamber, and in Finale 2 where they are used to connect the "trap" chamber to the main map. These are the only uses of this entity in the final game.
Also look at myhouse.wad for actual Doom in actual non-Euclidean spaces.
The only game to give me motion sickness by watching a streamer playing it, and no motion sickness at all playing the VR version. Very odd.