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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
> >
> >
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