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I see what you did there! :)
To the other posters
http://en.wikipedia.org/wiki/Non-Euclidean_geometry#Fiction
*whooosh*
Who knows, maybe when the game is developed further, and presumably more books are added, one of the books will be a specific sort of challenge mode where half the difficulty is traversing the warped, physically impossible terrain. I'd love that.
That is the most beautiful thing I've seen all day.
After that, perhaps areas where one room doesn't neccessarily lead to the room next to it (so you could go one room North, then West, then South, then East, and not wind up where you started...), then areas where you don't even wind up on the same orientation... enter a room one way and you're walking on the floor, enter another and what was the floor is now a wall, or the roof. That last idea would require a pretty big redesign of the level generation code though, to ensure everything was navigable from all angles.
However since the world of eldritch is fully destructible, i'm not sure how such effects could be performed elegantly.
Non-Euclidean geometry would be very difficult to pull off in a procedurally generated game. It can be done but I think without a whole lot of research and development time all you'd generate are confusing, unplayable levels that wouldn't do any game justice. It's a feature that I'd absolutely love to see if done right, but I think that kind of breakthrough to make consistently fun and playable Non-Euclidean game levels would be pretty expensive to achieve right now.
And just looking upon Antichamber and its non-Euclidean geometry gave me a headache for about three weeks. Oh, and it drove me completely insane.
Now add one dimension and try to figure out how that would look in 3D.