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지구인프로그램/게임다운로드

기발한 착시 게임 - OLE Coordinate System


PS3에서 무한회랑(에코크롬)이라는 이름으로 나왔던 게임의 원작이라고 볼 수 있는 프로그램입니다.

정확히 말하면 게임은 아니고 직접 지형(맵)을 만들어서 실행해보는 시뮬레이션에 가까운 프로그램입니다.

이 프로그램은 아래와 같이 총 5가지의 착시현상을 이용합니다.

ILLUSIONS
  • Subjective Translation
    The character that is controlled by a user can move between discontinuous objects. Even if a block and stairs are discontinuous in 3D space in practice, they perform a continuous motion in the case that a viewpoint is changed, so that they can thereby be connected in the image drawn in 2D. Therefore, the movement motion by which a user can recognize the possible existence from the drawn image, although it cannot exist in practice, will be called Subjective Translation.

     

  • Subjective Landing
    When a character arrives at a designated trapdoor, or a block, on which a character walked, the feature is deleted and the character falls. The character then lands on a block or stairs. Even if a character is not actually placed in 3D space, when the character exists at a position overlapping with a block or stairs in 2D image, the character can be actually placed on these objects so that a user recognizes that the character is placed on this. Here, the landing motion, which can be interpreted as possible from the 2D image, although it is impossible, will be called subjective landing.

     

  • Subjective Existence
    Even if a block were discontinuous, in the case that other objects are drawn in overlapping with a discontinuous portion in the 2D image, a character moves so that a user recognizes that a block exists in a place that is not visible. Movement motion reflects such recognition, in which a character is inferred to exist from the drawn image even though it does not exist in practice: this is called subjective existence. To distinguish it from Subjective Translation, the Subjective Translation uses continuity of appearance by two objects at a movement origin and a moving destination. On the other hand, in subjective existence, it is described that continuity of appearance is formed between the movement origin and moving destination by the effect of the third object.

     

  • Subjective Absence
    A character falls when it arrives at a trapdoor, and jumps on a platform for a jump. If the character arrived at a trapdoor and a platform for the jump in the 3D space in practice, however, when these exist in a viewpoint in which these are not drawn, the character moves so that a user recognizes that these objects do not exist. Thus, the movement motion disregarding influence by what is not drawn is called subjective absence.

     

  • Subjective Jump
    When a character arrives at a platform for jump, it flies up so that a parabola of movement might be drawn. At that time, in the case of a viewpoint in which an object exists at the back of a character, the character is drawn so that it is positioned in front of the object, which implies depth forward and backward, depending on the position relation with the object. Therefore, a jump motion that imparts on the viewer the perception from the position relation with the object is called a subjective jump.


제작자 사이트


웹상에서 바로 실행할 수 있는 사이트


PC에서 실행할 수 있는 파일 다운로드