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Portalized Dynamically Scalable Portals

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iamafractal wrote:
hm why though do you have to keep the information about all the previous rooms. can't you just cache the latest few?

or if you kept the rooms simple enough. and to easily dividable (multiple) deminsions you could just have a base size and multiply or divide the size to change it. for example a *2 portal and a 128x128x128 size room. you go through and now you have a 256x256x256 or 64x64x64 size room (respectively) just an idea. then you would only need to cache 2 rooms (or 3 if you keep in cache the "initial" sized room)

but scary to think about the constantly shrinking the size of oneself... imagine a "terminal velocity" portal with a slight size difference?

do NOT click this

I dont want to sound annoying but I am pretty sure that if you read through the Ogre link that I posted and look closely at the videos you will see that they are in fact scalable portals.
Did you see in the latest video when he through the cube through the portal and it came out smaller in the other one?
Any ways I think that once this is finished its going to be awesome no matter how it works.

Yeah thats Lua coding, Like I said, its not really scalable portals, I don't think you know what Lua is huh....?

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
Yeah thats Lua coding, Like I said, its not really scalable portals, I don't think you know what Lua is huh....?

heavy gabba lua?

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Lol, sorta, but a bit different, LUA is always advanced in different ways when using it on different engines, but the base factors are still there.

Currently working on Darksiders 3.

The only way I can use Lua (a scripting language, for those who don't know what it is) is by the default Lua libraries (math, stdin/stdout, etc.) and by whatever functionality I bind from C++ to Lua. Lua doesn't magically come with scalable portals and a full game engine ;)

The scalable portals are done in real time, and they are "real". It's not different rooms, it's literally a scaled world. You can put two portals for an infinite "tunnel" effect, and each time you see through the same portal it gets smaller (or bigger, depending how your portals are set up). There are no tricks being done.

My videos are rather old by now. The engine is a lot further in development (actual game development, not just engine development) by now. Wait for the final game - we (me and Svenstaro) plan on release the final thing before Portal 2 - when, exactly, we're not sure.

ok so if you enter an "infinite loop" of ever shrinking portals..... and you walk away for a few hours... and get HOPELESSLY tiny... then what? scary.

and if you can get a little bigger... will it stop when you can't fit in a room anymore? then what do you do?

both cases seem like suicide needs to be possible!

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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iamafractal wrote:
ok so if you enter an "infinite loop" of ever shrinking portals..... and you walk away for a few hours... and get HOPELESSLY tiny... then what? scary.

There's a manual cap on how small you can get (a few centimeters). There is really no physics engine that can deal with sub-centimeter objects properly.

Quote:
and if you can get a little bigger... will it stop when you can't fit in a room anymore? then what do you do?

You can't get infinitely big the same way because eventually you won't fit in the portal. Know what I'm saying?

Quote:
both cases seem like suicide needs to be possible!

Heh. We have solutions to everything, my friend. Just wait for the final release ;).

nullsquared wrote:
Heh. We have solutions to everything, my friend. Just wait for the final release ;).

just like in a good book or movies i love when there are those "how the FUCK am I going to get out of that!!?!" moments. :-)

so are you going to release a cool map editor (that blows away hammer) to go with your game? :-) :-)

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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