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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...