With my current development to Forth Engine, there’s no way I can tell myself how I’m obsessed with higher dimensions.

This project started since four years ago when I’m wrongly interpret what’s a four dimensional shape looks like, although it’s still beautiful.

2 years ahead I came with correct implementation on how to render a high dimensional object. There’s two projection model I offered: The ordinary frustum projection and flatland-way for doing it.

And today? Even much better. I made a further announcement on Engine4 forum that this project are bootstrapped again to separate them away from Unity Engine – and now, it has a better name: Forth Engine.

Here’s the excerpt from my announcement about why I decided to rebootstrap it out from Unity:

I’m taking a brave decision to move out entirely from Unity Engine. This means I’m switching focus on purely native (C++) form out of this asset. This solves a primary problem of this asset currently encounter: performance and portability.

I believe this movement also benefits to us on creating more innovative games, as it will scales well on larger project too. By the time of this writing I have been succesfully converted all C# rendering and physics code to C++ even creating some demo examples out of it.

And also, because C++ gives me low level operations, I can think some algorithms for next features, like UV textures, particle system, GPU accelerated projection, etc.. All core features that defines a Game Engine.

And the best of all, it’s open sourced. You may ask why, but in the spirit of OSS movements that I do, I put this project on new business model: Dual-licensing, so I hope when initial development got finished, this project will get the attention it deserves, hopefully.