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Well... the early replies were probably correct... but I'm sure certain
parts of the code were revamped just for this.

On 8/1/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> 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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>
>
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