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Questions tagged [portals]

a doorway or opening that connects two areas of the game space, even if those areas aren't adjacent & aligned in the physical layout of the environment. Players can typically see and move through the portal into the linked space. Portals were most famously used in the Valve's Portal game series, where the player can shoot linked portals onto various surfaces and traverse between them to solve puzzles.

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I am working on an engine that uses portals for rendering areas, called "rooms". A room can have any number of portals, oriented in anyway, but the most common case are axis aligned portals ...
Raildex's user avatar
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I have created portals that work perfectly fine. I walk into one and come out the other side seamlessly. The problem I am having, though, is when the portal is up against a wall my player (A ...
TheJalfireKnight's user avatar
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I'm trying to follow This tutorial for a portal mask shader. It's an awesome effect but it comes with a couple of caveats. The shader as he designs it can only exist in a bubble, as: The portal is ...
ninthtale's user avatar
1 vote
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My engine is based on Cells and Portals. From the Current Cell, I traverse the portals recursively. While doing so, I cache the clipping rect. When rendering the cells, I use the cached clipping rect ...
Raildex's user avatar
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I've been having a bit of trouble with this small piece of code. To set my relative PortalCam position, I first take the distance and angle from the Portal and Player Cam. Then apply the distance and ...
Jason Burley's user avatar
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1 answer
154 views

My engine consists of Rooms. Rooms are connected via Portals. Items have a roomNumber field to indicate which room they belong to. And rooms have a linked list of ...
Raildex's user avatar
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1 vote
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204 views

I'm trying to implement portal based occlusion culling: There are sectors and portals. When a portal is visible, the sector it is connected to is rendered. The sector is made of polygons and ...
Thisareglowing's user avatar
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104 views

I've been thinking about how to implement a portal, and after a quick search, everyone seems to do it by adding a camera per portal and then just update the other portal's view with that camera's view....
lukstru's user avatar
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2 votes
1 answer
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Background: I'm trying to make a segmented/portal-based game engine that supports impossible (non-euclidean?) geometry. By segmented/portal-based I mean the world is divided into segments which are ...
Kloranthy's user avatar
1 vote
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211 views

I'm trying to recreate something I saw on reddit a while back. I tried rendering camera output onto planes, but am not getting the results that I want -- this is basically what I'm trying to recreate: ...
brandoncluff's user avatar
3 votes
2 answers
2k views

recently I was playing The Stanley Parable, and noticed that there are several impossible spaces in the game - in this example, a pair of pillars in the middle of the room, which from each side appear ...
CaptClockobob's user avatar
1 vote
0 answers
988 views

Due to this question I have changed the method of rendering portals. Before I was using FBO and rendering to a texture, but somehow I failed. Now I switched to a stencil buffer method. My problem is ...
Tom's user avatar
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6 votes
1 answer
996 views

I'm using OpenGL. I have problem with my engine's portal implementation. To create the first portal I do: create a virtual camera with the position of the second portal and the correct orientation ...
Tom's user avatar
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4 votes
1 answer
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I want a 3D Mesh to come out of a flat portal. Only the part of the mesh that's coming out of the portal should be rendered, so the mesh should be cut off or sliced until it's fully outside the portal....
cboe's user avatar
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As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be ...
Calmarius's user avatar
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3 votes
0 answers
2k views

I'm not making a game with portals in it (one way or bidirectional). These portals instantly teleport characters from one location to another. How would I implement pathfinding? Here's an animation ...
congusbongus's user avatar
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3 votes
1 answer
361 views

In Portal or Portal 2, let's say you pick up a cube and put it most of the way through a portal on a very thin wall. The cube should clip outside the backside of the wall. How does Portal do this, or ...
Keavon's user avatar
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19 votes
2 answers
8k views

Before I get to my question, I know the most obvious solution would be to use the normalized view port rect, however I need more complex shapes than a rectangle, and I've looked in to using the view ...
Timothy Williams's user avatar
10 votes
1 answer
9k views

EDIT: So I've gotten the portal visual effect working with no performance hit, and I've got the physics set up of objects with rigidbodies moving through portals seamlessly, and objects with character ...
Timothy Williams's user avatar
12 votes
3 answers
2k views

For example, take this scenario (excuse my horrible drawing skills): This is based on "Portal", where the stickman is going through the blue portal (which is linked to the red portal), but there is a ...
MiJyn's user avatar
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9 votes
2 answers
1k views

I need the functionality of the linked_portal_door that's in Portal 2. I've searched a little in UDK and mostly got people trying to duplicate the portal gun. Does anyone know if UDK, CryEngine, ...
wolfadex's user avatar
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