A higher-dimensional "non-euclidean" ray tracing prototype written in Rust.
Dual-licensed under MIT or the UNLICENSE.
rustup default nightlycd into itcargo build --releasetarget/release/euclidertarget/release/euclider --scene scenes/3d_room.jsonEsc] - exitW/A/S/D/Shift/Control] - camera movementC/M]:I] - x axisO] - Y axisK] - Z axisL] - W axisW/A/S/D/Shift/Control/Q/E] - camera movement
A simple sphere displaying Fresnel equations.
A scene containing a room with several entities. Listed from left to right:
* a blue sphere with a partially reflective surface;
* a cuboid with an animated perlin noise surface;
* a glass material in the shape of the complement set operation on a cube and a sphere;
* an infinite cylinder passing through the ceiling and the floor
A non-euclidean 3D scene consisting of hallways that either stretch the space inside (left) or shrink it (right).
A frame of a 4D hypercube made of cylinders as edges. Notice how the rays on the cyan cylinder in the bottom right are reflected to the fourth dimension, revealing more of the frame.
$ claude mcp add euclider \
-- python -m otcore.mcp_server <graph>