Portalized Dynamically Scalable Portals
Quote from iamafractal on April 13, 2008, 7:58 pmI found this post on youtube to be very interesting... I've been watching the slow but sure progress of "portalized," the open source portal game... and its definitely interesting...
http://www.youtube.com/watch?v=meedeHieHAE
From the explanation on the video:
Quote:Added: January 26, 2008 (Less info)
Anyone remember that GDC 2005 "The Room" demo by Peter Molyneux? Well, he didn't release the demo. However, given that Portalized is supposed to have the most 1337 portal physics evar, real-time scalable portals were a must. And here they are, in all their glory.Notes:
- dual-sided collisions (and thus seeing stuff on both sides of a portal) was disabled: it caused recursion bugs and other things which were not of my top priority to fix. No worries, I'll fix it and include it in the v0.5 release, but I wanted to make this video first.
- the portals are dynamically scalable in real-time via C++ or Lua. For example: http://portalized.pastebin.com/f175548c6
- this is all shot in the WYSIWYG editor. I'm not showing you any of the v0.5 gameplay , I wish to simply showcase the technology.Credits go to Julio Jerez for the awesome free physics engine, and the Ogre3D team for the awesome free and open source rendering engine .
Category: Science & Technology
Tags:
portalized disorder engine physics library newton game dynamics portal narbacular drop portals prey valve
I found this post on youtube to be very interesting... I've been watching the slow but sure progress of "portalized," the open source portal game... and its definitely interesting...
http://www.youtube.com/watch?v=meedeHieHAE
From the explanation on the video:
Anyone remember that GDC 2005 "The Room" demo by Peter Molyneux? Well, he didn't release the demo. However, given that Portalized is supposed to have the most 1337 portal physics evar, real-time scalable portals were a must. And here they are, in all their glory.
Notes:
- dual-sided collisions (and thus seeing stuff on both sides of a portal) was disabled: it caused recursion bugs and other things which were not of my top priority to fix. No worries, I'll fix it and include it in the v0.5 release, but I wanted to make this video first.
- the portals are dynamically scalable in real-time via C++ or Lua. For example: http://portalized.pastebin.com/f175548c6
- this is all shot in the WYSIWYG editor. I'm not showing you any of the v0.5 gameplay , I wish to simply showcase the technology.
Credits go to Julio Jerez for the awesome free physics engine, and the Ogre3D team for the awesome free and open source rendering engine .
Category: Science & Technology
Tags:
portalized disorder engine physics library newton game dynamics portal narbacular drop portals prey valve
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from Fusion on April 13, 2008, 9:33 pmWow amazing, this makes our dear Portal look... average! The best part was when they changed the size of the portal by putting it through a scalable portal, and also when they changed the size of the cube.
The fact that this is open source is very exciting because it means that the community can take this project anywhere they like, even to multiplayer.
Edit: BTW I couldn't find a website for Portalized. Do they have one?
Wow amazing, this makes our dear Portal look... average! The best part was when they changed the size of the portal by putting it through a scalable portal, and also when they changed the size of the cube.
The fact that this is open source is very exciting because it means that the community can take this project anywhere they like, even to multiplayer.
Edit: BTW I couldn't find a website for Portalized. Do they have one?
Quote from nightfire on April 13, 2008, 9:51 pmFusion wrote:BTW I couldn't find a website for Portalized. Do they have one?No they do not have a website. I am pretty sure it is being developed by one person.
Fusion wrote:the fact that this is open source is very exciting...From what have heard it is still undecided as to whether it is going to be open source. You can check its development here on the Ogre3d showcase forum.
EDIT:
I remembered that freegamer did a report on it a while back thinking it was open source but if you read the article and through the comments the author clearly states that it is not. It also has a link to another video.http://freegamer.blogspot.com/2008/02/stop-press-portalized-open-source.html
No they do not have a website. I am pretty sure it is being developed by one person.
From what have heard it is still undecided as to whether it is going to be open source. You can check its development here on the Ogre3d showcase forum.
EDIT:
I remembered that freegamer did a report on it a while back thinking it was open source but if you read the article and through the comments the author clearly states that it is not. It also has a link to another video.
http://freegamer.blogspot.com/2008/02/stop-press-portalized-open-source.html
Quote from iamafractal on April 13, 2008, 9:51 pmI subscribed to nullsquared's videos......
I subscribed to nullsquared's videos......
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from MrTwoVideoCards on April 14, 2008, 3:47 amHmm this isn't actual scalable Portals real time, instead its a simple entity that controls the in-game scale, making it seem like the room is getting bigger. So really this is a neat trick, but its not real advanced, aside that this is Lua coding, with that you can do almost anything, so Source, can already do something much like this. Its like If I made a room, with two portals. One would go to a bigger room, while the other goes to a smaller room, its fairly simple. You could even do this with a monitor in Source, then have the player teleport to another area. So pff, this fails.
It does seem that objects can be scaled though, which is another thing Source already has too.
Hmm this isn't actual scalable Portals real time, instead its a simple entity that controls the in-game scale, making it seem like the room is getting bigger. So really this is a neat trick, but its not real advanced, aside that this is Lua coding, with that you can do almost anything, so Source, can already do something much like this. Its like If I made a room, with two portals. One would go to a bigger room, while the other goes to a smaller room, its fairly simple. You could even do this with a monitor in Source, then have the player teleport to another area. So pff, this fails.
It does seem that objects can be scaled though, which is another thing Source already has too.
Quote from iamafractal on April 14, 2008, 7:01 amMrTwoVideoCards wrote:Hmm this isn't actual scalable Portals real time, instead its a simple entity that controls the in-game scale, making it seem like the room is getting bigger. So really this is a neat trick, but its not real advanced, aside that this is Lua coding, with that you can do almost anything, so Source, can already do something much like this. Its like If I made a room, with two portals. One would go to a bigger room, while the other goes to a smaller room, its fairly simple. You could even do this with a monitor in Source, then have the player teleport to another area. So pff, this fails.It does seem that objects can be scaled though, which is another thing Source already has too.
hm rlly? i guess if it were real you could rapidly get into major trouble after a few passes...
It does seem that objects can be scaled though, which is another thing Source already has too.
hm rlly? i guess if it were real you could rapidly get into major trouble after a few passes...
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from MrTwoVideoCards on April 14, 2008, 8:26 pmiamafractal wrote:hm rlly? i guess if it were real you could rapidly get into major trouble after a few passes...Yeah eventually so much ram would be used to calculate the scale, or the engine would run out of space, either way, it ends somewhere.
Yeah eventually so much ram would be used to calculate the scale, or the engine would run out of space, either way, it ends somewhere.
Quote from iamafractal on April 14, 2008, 9:19 pmhmmmmm its scary anyway to imagine shrinking and shrinking forever like that.... there was a short story, that came out in the 1930's called "he who shrank." i believe it has been made into a podcast, maybe in "escape pod." but anyway this guy keeps shrinking and he makes a transition into another universe every time he gets down to the molecular scale... it happens many times...
hm why though do you have to keep the information about all the previous rooms. can't you just cache the latest few?
hmmmmm its scary anyway to imagine shrinking and shrinking forever like that.... there was a short story, that came out in the 1930's called "he who shrank." i believe it has been made into a podcast, maybe in "escape pod." but anyway this guy keeps shrinking and he makes a transition into another universe every time he gets down to the molecular scale... it happens many times...
hm why though do you have to keep the information about all the previous rooms. can't you just cache the latest few?
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--