Non euclidean geometry is a mess to render. How do you plan to go about doing so?
Viewing post in DragonSproutling Devlog: Shiftscape
I'm going to approximate it by moving tiles in a grid rather than changing every single point in geometry. It should hopefully make sense once you can see it (If I get it to work).
I don't even know if non euclidean is the right word, but I basically plan to have the world shift in abnormal whenever your character moves.