I know nothing about this stuff, but when I saw in-game I was really impressed. You can even break the screens into shards, and the little pieces still maintain the effect when they’re lying on the floor or flying through the air.
The designer needs to confine the player so they can't break the illusion (where Prey lets Morgan Yu shatter that 4th wall), or you can do things like put the player on a speeding train traveling through a scenery and falling off is fatal
I miss the customizability of that game. Early bungie works were up there with early blizzard or early valve. They sold a tool for fun instead of casting a bait for profit.
Then, later in development, they ran a tool to stitch together all that geometry in a more-normal way, and they only had one case of impossible-overlap, which continued to use the non-euclidean link.
https://gaming.stackexchange.com/questions/20601/where-is-th...
Portals for rendering date back to the dawn of 3d graphics and many early FPS engines used the concept.
But these portals were only there as a rendering optimisation. While you could abuse them to make non-euclidean maps, the tools were intended to make proper maps, and the portals would be invisible to players.