-- [ Picked text/plain from multipart/alternative ] I haven't thought about that.. A MP version of Portal would be nice... but hard to code
On 8/1/06, Drew Kirkpatrick <[EMAIL PROTECTED]> wrote: > > 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 > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

