Game Development Community

Are portals possible? ('The Room' style)

by Justin Woodman · in General Discussion · 12/28/2006 (7:53 pm) · 6 replies

So I came across this video here a couple weeks ago on digg, and I thought it was absolutely incredible. Not necessarily the ultra-realistic aspect, but the "portals" are what amazed me. Can something like this be done within torque? If so, I think it could add an awesome new aspect to almost any genre of games.

#1
12/28/2006 (8:10 pm)
There was a topic a while back when Portal was announced. Someone created a basic portal prototype in a short while. It didn't have a portal rendering function, but it had the basic gameplay tenets of Portal and Narbacular Drop.
#2
12/29/2006 (7:17 am)
TGEA is the road to take for this kind of detail. It's shader heavy., and that's the trick. Realtime practical framerate with that much detail.
#3
12/29/2006 (2:57 pm)
Alright, thanks I've got TGEA so I'll take this over to that forum.
#4
12/29/2006 (3:00 pm)
It's not gonna happen overnight. Some hardware maturity and maybe another Moores law cycle.

You can do something like that in say Blender, Maya, 3dsmax etc. But it won't be real time because of all the number crunching.

Not saying TGEA is to where you can do that out of the box. You need more than just shader materials or materials that can deform.
#5
12/29/2006 (4:19 pm)
I think I remember a discussion on this a while ago here on GG. The recommended starting point was the mirror implementation, since this basically shows a scene from another point of view as would be natural, so if you could change that point of view to a freely selectable point, you would have worked out at least the visual part, adding movement between those scenes would be another issue. The video was quite impresive and inspiring. There are already games that use this technique at least basically, such as Prey or Portal (Source Engine, will come with HL2: Episode 2).