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If you warp a sufficiently large central part of the model in a specific way, will there be a unique, "meaningful" way to extend it, or will there be different, "equally meaningful" results?
Is it possible to create a model with very simple symmetry?
Anyway, that was very inspiring! If I find the time, I'll try to create a net for my 20-cell tiling, that should be simple with Tyler[www.superliminal.com] in the Euclidean mode.
More about the author of the video: https://rantonels.github.io/
(apparently, he's also working on a 4D puzzle game)
Did anyone identify the tiling? To me it looks like an irregular tiling where sometimes, there are 6 triangles per vertex, and sometimes 7, but it's hard to recognize in a wireframe model.
On another note:
It might be nice if Hyperrogue scenes could be projected onto a {7,3} or {3,7} tiling before creating a paper model, which means less polygons have to be glued or stapled together to get a scene of the same size. There could be an option whether the circular area is based on the (6,6,7) Hyperrogue distance metric, or the distance metric of the exported net tiling.
Also, it could be interesting to use segments of equidistant horocyclic segments as a basis, instead of a circular area.
(gets warped more towards away from the horocyclic "center")
(you can display it by pressing ctrl+w in cheat mode)
tricosahedron: But there are crossing edges (see eg. 0:04), they would not be there in the dual tiling. The description says: "Just a simple experiment/proof of concept: I progressively add rings to the surface with a number of points proportional to sinh(distance from center)." So I think they are not using any specific regular tiling, just adding that number of points in each ring and connecting them somehow.
Regarding other tilings for the paper model: it is currently possible to create an "unsynchronized" paper model, where heptagonal faces on the model are not heptagonal cells on the map :) Using another tesselation should be possible too, but I am not sure whether it would be a good idea -- curvature would be less uniform (as it is concentrated on vertices, and there are less vertices), and the net created by HyperRogue reduces the required work by having as many as possible polygons already adjacent on the printout, and with larger faces, there would be less adjacent polygons possible -- so, I agre that probably less stapling would be required, but I think that the difference would not be that big. (And also I am not sure whether anyone would actually try :)
However, if you want to use it during actual play, you'd have to morph the 3D model every time the player moves. I suppose you could pre-generate one model centered on a heptagon, and one for a hexagon. Before moving to an adjacent space, the orientation (and maybe variant) of the model for the target space has to be determined, and then the coordinates of the model for the current space are simply morphed into the coordinates of the model for the target space (so the models need to have a radius of 8 if sight radius is 7). Teleporting would be a bit more complicated (either assume the player travels in a straight line 1 cell at a time, or use a more flexible algorithm).
You're probably right about the video, and there's no specific tiling.
You may have a point about other tilings like {7,3} for the net, I don't have any experience with it. However, I think creating a model from horocyclic segments could be a bit easier, since each segment is similar, and you could add new segments at the concave end of the net where the model is less warped, while it will become more warped automatically at the convex end. When horocycles orthogonal to a hex line are used, we'd only need 2 (mirror-symmetric) types of horocyclic segments, so nets of any size could be easily generated. :)