I think it is possible. Just a lot of work :-)

Greetings,

On Sun, Aug 12, 2012 at 3:21 PM, Austin Bonander <[email protected]>wrote:

> 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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-- 
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