This game is really cool and I can't wait for each new update. The only thing is that I'm not really sure I know fully what I'm doing. For example, I can't seem to get a contract off the pending screen and I don't really know what they do. By the way do you think there will be a Discord Server / Subreddit because there's another game currently in development called 4D miner: https://discord.gg/s3dKsvBtPc and I really like your volumetric screen way of viewing things. Do you know if Virtual Reality could be implemented because I could test it on a Quest or maybe even have cross-eye parallax? Anyway, I hope this type of game becomes more popular in the future because I'd like to try and make something with a 3D volumetric screen like this but I currently have absolutely no clue how.
The subreddit is r/Moena, I also have a discord https://discord.gg/HC4NkGkU but there is literally no one there.
As for 4d Miner, I actually launched a similar game last year https://medenacci.itch.io/moenablocks. I stopped working on it after he launched because it's basically the exact same game just with a different compass and movement mechanics.
I reached out to Mashpoe on Reddit but he never got back to me. It's a shame because I see him talking about his progress and he's redoing work that I've already done.
At this point I'm considering making Moenablocks open source, I'd need to do some cleanup work before it's ready for that though.
VR and shutter is possible but later though, the game needs to be further along. I could make a stereoscopic view but it would cut the framerate in half. IMO none of this has a practical benefit to viewing 4d, it would just be for immersiveness.
The first 4d volume renderer was GL4D I believe. Khan Academy has good linear algebra videos. Also search on YouTube "linear algebra for game programmers". If you are interested in continuing we can talk more.
The big problem though, is that the stuff you really want to see located in the center of the screen. With a volume though, the stuff on the closest edge blocks the center. So you have to make the voxels transparent but then everything looks all muddy. At some point I'll post screenshots or make a video, but this took me several years of trial-and-error to work around.
The method with the dots is called "point cloud" https://en.wikipedia.org/wiki/Point_cloud. More dots means more detail. Less dots means it's not as muddy but you can't see as much detail. So there's a balance to show the right amount of dots with the right details so you can see what's there.
The other reason I went with point clouds is because of depth-testing performance but I'll save that for another time.