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A space is a *Euclidean manifold* if it can be covered by patches that act exactly like Euclidean geometry.
Non-euclidean, under definition 1:
- [*Portal*](https://en.wikipedia.org/wiki/Portal_(video_game))
- [*Antichamber*](https://en.wikipedia.org/wiki/Antichamber)
- [*Manifold Garden*](https://en.wikipedia.org/wiki/Manifold_Garden)
Video game examples:
- [*Portal*](https://store.steampowered.com/app/400/Portal/)
- [*Antichamber*](https://store.steampowered.com/app/219890/Antichamber/)
- [*Manifold Garden*](https://manifold.garden/)
2. A looser definition is that a space is Euclidean if for almost every point in the space,
you can find a small region around it which acts exactly like a piece of Euclidean 3-space.
This is the definition I use.
Sure, the areas in these games may connect to themselves in strange ways.
But if you look at a region of space that isn't large enough to self-connect, it just has ordinary Euclidean geometry.
Under this definition, games with portals still count as Euclidean.
Similarly for games like [*Asteroids*](https://en.wikipedia.org/wiki/Asteroids_(video_game)),
where you can wrap around th edges of the screen.
A space is *locally Euclidean* if as you look at smaller and smaller patches, they act more and more like Euclidean space.
3. An even looser definition is that a space is Euclidean if as you look at smaller and smaller regions,
they get closer and closer to acting like pieces of Euclidean space.
Consider the surface of a sphere. A piece of a sphere, no matter how small, is at least slightly curved.
But as you look at smaller and smaller pieces, they get less and less curved.
So the surface of a sphere is not Euclidean, but it is *locally Euclidean*.
Video game examples:
- [*HyperRogue*](https://www.roguetemple.com/z/hyper/)
- [*Hyperbolica*](https://store.steampowered.com/app/1256230/Hyperbolica/)
### Not even locally Euclidean
I don't have any examples of video games that aren't locally Euclidean. How about a story?
- [*Dichronauts*, by Greg Egan](https://www.gregegan.net/DICHRONAUTS/DICHRONAUTS.html)
This is a fiction story, set in a world with *Minkowski geometry*.
Since it isn't locally Euclidean, things work *very* differently.
Even something as simple as *turning around* isn't possible in this world!
The book can be confusing, precisely because the geometry is so unfamiliar. But it's the best example I have.
## Homogeneity and Isotropy
TODO
## A Digression on Spacetime
General relativity brings together all of these ideas.
Spacetime is non-homogeneous, non-isotropic, curved, and locally Minkowski.
And on top of that, to actually use general relativity, it's not enough to say that spacetime is curved.
You need to be able to describe precisely *how* spacetime is curved. No wonder GR is hard.
This definition is too loose, so we usually give it its own terminology; we call a space with this property "locally Euclidean".
But *special* relativity is a different story.
You still need to understand Minkowski space. But it's homogeneous, isotropic, *flat* Minkowski space.
Once you really get your head around how Minkowski space behaves, special relativity is actually pretty easy.
I don't have any examples of video games that aren't locally Euclidean. How about a story?
- [*Dichronauts*, by Greg Egan](https://www.gregegan.net/DICHRONAUTS/DICHRONAUTS.html)