As far as I can tell: The rendering itself is a rendertarget (hence the flames along the edges and the irregular boundary). As for object teleportation, all that's necessary is to make the "portal" a trigger that modifies the physics rules of objects that touch it to let them pass through walls and also create a "mirror copy" of the object on the corresponding exit-portal. If I had the time, I could hack up something similar. Though without actually doing it, I'm not really in a position to say anything.
What I'm *really* interested in is how it handles recursive rendering. I suspect that's why, on the last scene in the video where the player falls through a never-ending chain, they have a "test subject" go through the portals below the player; to hide any artifacts that might show up when they hit the recursive-rendering limit ;-) -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders