## Interdimensional Chess

### Treeton | Released Jan 1, 2017

Interdimensional Chess is the next Generation of Chess. You can play chess in mindblowing 6 Dimensions, while training your spatial awareness and learning about the maths of linear algebra in more than 3 dimensions.

The Basics:

Interdimensional Chess can be played in 1-6 dimensions (normal Chess is 2-dimensional). But how could a game of chess in more than 3 dimensions even work? 2D Chess has 8^2 Tiles, 3D Chess has 8^3, so 4D Chess has to have 8^4 Tiles, or 8^3 * 8 Tiles or just 8 8x8x8 Cubes next to each in a line(lines are 1D, Cubes are 3D, 3D+1D = 4D). That means in 5D it'd be 8^3 * 8^2, which leads to an 8x8 plane of 8x8x8 cubes (plane is 2D, Cubes are 3D, 2D+3D = 5D).

The goal:

Since there'll be multiple kings on either side, checkmate is pretty impossible in interdimensional chess. That's why your goal is to capture a single enemy king.

!Warning!

in the "Create a new Gamepay" screen, please pay attention to the Lag-O-Meter at the bottom. If you don't have a strong computer, make sure it'll stay in the green, and only strong computers are able to run the game at red. Ignoring the Lag-O-Meter can make the game unplayable due to lag or might crash the program.

Contact:

Interdimensional Chess is a very complicated concept and I haven't yet got around to integrate a satisfying tutorial, so if you wanna know more about the game write me an Email to Felix.Windisch01@gmail.com or join our discord server: Discord.gg . I'll answer all messages,.

Credits:

Programming: Felix Windisch

Music: Zay-B

Art Design: Tomasla

Special Thanks to Elmar van Koordenordt and Christopher Cantwell from Quantum Realm Games

Articles

#### The Code behind Interdimensional Chess

Feature

I started by setting up the playing with some simple embedded for loops, that'd alternate between white tiles and black tiles. Each of the tiles has a position in the form of a 6D Vector and a Reference to a piece, if one finds it itself in it. The Controller for the Cursor was rather easy with Unitys Axis Input manager. I then created a Piece class, that'd save all the directions the Piece was allowed to move in an array of normalised 6D Vectors. Once a Piece is selected, it'll loop through each of the Vectors through the value i and will check the tile at direction*i. if there is no obstruction, it'll be selected by setting a flag in the tile class and changing the color. If there is a piece in the way however the direction will be added to another array called blockedDirections and every time it loops through it it checks that !blockedDirection.contains(direction).

Files

#### InterdimensionalChess1.1 for Windows

Full Version

This update fixes issues with rotation, zoom and tiles not loading properly

#### InterdimensionalChess1 0 win

Full Version

The full build of the game for windows, be wary of the lag-o-meter

This is a really cool idea. Is your implementation open source? The idea is great, but the implementation was really buggy when I tried it out. (Tiles not loading in, getting selector stuck on nonexistent tiles, rotation/panning acting strangely).

Creator

Thank you. It is technically open-source, but to be honest, it was a bit of a hack and isn't very pretty. If you would still like to play around with it, I can send you the source code, if you provide an Email address and feel free to share your modifications with the world. The first two problems you described are due to the way the scene is built when the game starts. Before this build, it would freeze for some time and place all the tiles at once. Now, I'm using a coroutine that places about 100 tiles every second, which might take some time if you want a really big board, but it also gives you some warning before it crashes your PC if it can't handle the amount of time and it shows how the chess board is constructed. This of course causes the selector to be stuck on tiles that haven't yet generated, because I forgot to put in nullchecks (my bad). I just realised that the rotation and panning is pretty messed up, I must've broken it somewhere along the way. I think that's due to the y rotation axis and weird rotation matrix behaviour. Anyway, thank you for your feedback, I'll publish a new Version once I've got these problems under control.

Creator

Thanks :D

This looks dope

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