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Αναφορά προβλήματος μετάφρασης
With this in mind you can clearly understand that there are copy rooms existing in the game where you teleport in and out or you can only observe like the 4D rooms that changes from different sides. What you see is only a pre-generated room with a specific camera that linked to a point in wich you can peer into it.
If you bring up the developer consoles and use wallclip you can go trough the walls and see all the "fraction" rooms that are only there to navigate you seemlessly during the game. If you look around enough you probably find that room too.
Best way to spot these "fake rooms" is to leave a cube almost everywhere and you will notice when they simply dissapear, then you entered into a copycat room.
Sadlly the game engine mechanic is really really basic and it uses this technique. It also force the graphics not to use any special effects, hell even the cubes you put down instantly ruins it.
I hope when he makes the next game he will use programing mathematichans and they help him write changing algorithms where the change of the room is a linear or non linear pixelperfect shift of the entire polyworld and textures and any shading effects on them bound to a single varible, your actuall vector of movement.
Im talking about badass algebry here where you create the equatations and not using the existing ones.
I agree with you though, this game itself was a very nice step towards something potentially amazing, if they can start making it take into account...foreign objects in the room like placed cubes and have them transfer over to the new one to make it seem even more seemless, or even create a double of them so it ends in both rooms, could make for en even more mind bending experience.
I also discovered its very easy to crash the game making use of the red gun. It doesnt seem to like it to much if you just start creating a floor and have it expand and expand, lol.