http://forums.facepunchstudios.com/showthread.php?t=168366

LUA 'Portal'

Adam

--- "Ben \"amogan\" K." <[EMAIL PROTECTED]> wrote:

> As far as I can tell from what I saw in the trailer
> they've done the
> portals in a pretty simple way:
>
> First off they used rendertargets etc. on the
> portals.
> For (non-player) object going through the portals
> they just add a temp.
> copy of the object to the exiting portal and when
> the actual object is
> half-way through copy and original switch places and
> after the object
> fully exited the portal the temp. copy gets removed.
> However this doesn't work (or isn't implemented) for
> the player entity.
> As you can see in the trailer the player-model
> doesn't move through the
> portals seamlessly, it rather really only gets
> teleported from one
> location to the other.
>
> Of course I can't be 100% sure about this as I
> didn't have the chance to
> play the game or look at the code. ;)
> But that's definitely the way I'd go when coding
> such portals - and at
> least it really looks like that's how they've done
> it, once again
> watching the trailer. :>
>
> So far I guess the Portal team didn't have to modify
> the engine itself a
> lot. The hardest things to do IMO probably were
> making the player see
> his player model when looking through the portals,
> making entities not
> collied with the wall when going through portals and
> adjusting some
> viewangle stuff.
>
> - amogan
>
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--------
Nigredo Studios http://www.nigredostudios.com

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