What's more interesting I think that how to render it, would be if this were turned into a MP game, how would you handle the traceline stuff correctly for bullets and weapons. Would updates to Source automagically handle this?
If not, you'd have to check if the traceline ended ona portal, and then do another traceline from the other end of the portal on again. The internals of the traceline endpoint could be complicated too I'd imagine, what if an MP entity is 2/3 the way through the portal, but the traceline ends/collides on the 1/3 of the entity still on the other end? Also if you have dynamic netcode/entity management that only updates entites close to you based on their relevance (usually distance, how we do it at work) that helps it scale up, this assumption of physical distance allowing a measure to rate importance and relevance of net updates is completely shot. Whoever is working on a MP version of Portals, more power to ya ;-) On 8/1/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
Charles Solar wrote: > If I was coding portals as they apear in the video, I would atempt a > 'wormhole' type design. Where the portal actually connects those two walls > in a way so that the player can walk into a portal just like he was walking > through a regular door. > Why would you do all that complicated stuff that would essentially amount to a teleport anyways, when you can just teleport the player? -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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