I wonder how accurate this can be. Certainly would be really hard to do well for multi-player (how would you implement mutual time dilation and subsequent speed-up based on relative velocities and accelerations, given that proper times of each player are the same?). Space contraction and single-player should be doable. Modeling time dilation for NPCs would be a challenge.
I probably won't do multiplayer. I have an idea to make it work, but it only really works if you play against each other, and I've never seen a shoot 'em up that does that.
Time dilation being a challenge depends on the paths used. I tried using Bezier curves, but it turns out that it's impossible to calculate how much apparent time has passed between two events on the curve. I would just calculate it numerically for each enemy, but that wouldn't work for any enemy that follows the player, since its path would be procedural.
Length contraction is easy. Terre...
This is the bimonthly 'What are you working On?' thread. Previous threads are here. So here's the question:
What are you working on?
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