Since Crystal Space natively works with and can manipulate portals, and,
most importantly, allows them within the same sector and to be created at
runtime,
Has anyone else realized that Crystal Space could easily be used to create
a clone of the game, *Portal*?
I'm not knocking the (paid) developers at Valve, who spent a lot of
valuable time making portals possible and efficient in the Source engine,
and then designing two games around them. I'm just saying that it's pretty
awesome to think that volunteer devs working on their own time created the
exact same mechanic, just for a different purpose.
I'm not just throwing this up in the air; I'm also looking to see if
there's a reason that this is *not* possible with Crystal Space. I've
played through both *Portal* games with the developer commentary on, and
they talked a *lot* about the challenges of using portals, especially about
making them work properly even though they're essentially rendering two (or
three) different views at once.
And I guess I'm really just bringing up Crystal Space's ability to create
portals at runtime, just with the game of the same name as context, and
wondering how... *evolved* that part of the engine is at this point in
time, if something like that is actually possible. It'd make an interesting
game mechanic, and not just for the reason of creating a *Portal* clone.
-Austin Bonander
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