Portalized (GUI update)

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nullsquared
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Portalized (GUI update)

Post by nullsquared » Fri Nov 23, 2007 4:39 am

<edit>
http://www.youtube.com/watch?v=s163XefQkag
Just me blabbing on about the GUI in Portalized :D
</edit>

http://www.portalized.org

Just thought I'd keep my Ogre pals updated - after all, I'm doing the same with my Newton pals, so it's only fair ;) (unless you check http://www.portalized.org regularly, which means you're already updated).

portal-through-portal lighting:
http://www.youtube.com/watch?v=Da_r9O4lTfY
Image

object goes through the same portal twice:
Image

small-big portals:
Image
(ignore the framerate, debug build)

And a whole lot of videos:

scaling portals: http://www.youtube.com/watch?v=R0UJSVid0wM
gravity through portals: http://www.youtube.com/watch?v=QIa8D8G3q_E
no false collisions: http://www.youtube.com/watch?v=s3FizJ7Kty4
portal seesaw: http://www.youtube.com/watch?v=V_hF_wy0dHs

We're supposed to release the first beta this summer ;)
Last edited by nullsquared on Sat Aug 01, 2009 1:46 am, edited 19 times in total.
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Praetor
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Post by Praetor » Fri Nov 23, 2007 4:45 am

That's a lot of iterations. Amazing! I absolutely love this project.
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Post by Assaf Raman » Fri Nov 23, 2007 5:35 am

WOW! The video is great. It is a wonderful project. Reminded me of the movie cube.
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Post by Virion » Fri Nov 23, 2007 8:39 am

Awesome. :D
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Post by Aquatix » Fri Nov 23, 2007 8:46 am

Amazing! You are getting better and better with every iteration! Nice work!
My favourites are surely the recursive thingies at the end, and the hanging in the air portal, and now the mirror one, heh. :D
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Post by MartinBean » Fri Nov 23, 2007 9:27 am

Is this going to be released one day? As a plugin for Ogre or something?

Looks really great!
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Post by obeleh » Fri Nov 23, 2007 11:03 am

Assaf Raman wrote:WOW! The video is great. It is a wonderful project. Reminded me of the movie cube.
Same here :D
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Post by nullsquared » Fri Nov 23, 2007 2:09 pm

Thanks guys :D

Of course it's going to be released (open source, though not under a "free-for-all-do-what-you-want" type of license, sorry ;)), but not as a plugin. It's a whole game engine on its own. I haven't show anyone all the completely teh amazing things you can do with scripting and the physics, haha.
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Post by Aiursrage2k » Fri Nov 23, 2007 3:10 pm

Keeps getting better with each version
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Post by radioman » Fri Nov 23, 2007 3:44 pm

it's like hyperCube in movie.. ;} cool!
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Post by eugen » Fri Nov 23, 2007 3:53 pm

congratulations! the video rock
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Post by PolyVox » Fri Nov 23, 2007 4:12 pm

That's seriously cool. So hare's a thought - can the portals be affected by physics? They are just a quad, right? So maybe you could knock them over, or even push one portal through another one? Maybe that gets a bit ridiculous?!
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Post by nullsquared » Fri Nov 23, 2007 4:37 pm

PolyVox wrote:That's seriously cool. So hare's a thought - can the portals be affected by physics? They are just a quad, right? So maybe you could knock them over, or even push one portal through another one? Maybe that gets a bit ridiculous?!
Hm. Well, they can be attached to moving objects. But for right now they're static when spawned all by themselves. Thinking of it, though... I don't really see why they can't be pushed and stuff if I make them dynamic... You know what, I'm going to try that right now!
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Post by Aquatix » Fri Nov 23, 2007 4:57 pm

Bet the "pass through one another" is just against the whole concept. But the physics part should be fun.
Just to give some more ideas - can you resize portals after creating them? I remember you saying, that portals are just any 2d geometry. So, can you alter it in real-time?
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Post by nullsquared » Fri Nov 23, 2007 5:20 pm

Yup, you can alter portals in real-time however you want. And if it doesn't work, just make a new one, lol. Creation time is 0ms for any portal as long as a portal has been created before it.

Also: LOLOL! Major LOL! I just made the portals dynamic... crazy funny! You can also pick them up and through them around, haha! It's just a crazy little hack, so now I'll go standardize it... setDynamic() -> tells the portal whether it's static or can fall and stuff.
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Post by PolyVox » Fri Nov 23, 2007 5:24 pm

Cool! I can't wait to see that in action :D
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Post by Aquatix » Fri Nov 23, 2007 5:38 pm

Nice! Videos, videos!!!
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Post by nullsquared » Fri Nov 23, 2007 6:01 pm

There we go: http://www.youtube.com/watch?v=pvy9i-aNCuw
(again, this was a simple hack - does not reflect the quality of the final)
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Post by eugen » Fri Nov 23, 2007 6:26 pm

:) speachless
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Post by nullsquared » Fri Nov 23, 2007 6:52 pm

WAHA!

Code: Select all

case EA_RESERVED5: {
                portals[1]->setDynamic(!portals[1]->isDynamic());
            } break;
That's all my little "test pen" needs to toggle a portal from dynamic to static (in this case, the second portal)!

This is so awesome! PolyVox, THANK YOU for your AMAZING idea! So cool, so cool... I just put a portal on the ceiling, positioned a box under it, and another portal somewhere else. Made the first dynamic, it SLAMMED onto my object and pushed it through the other portal!!! And the portal can go through itself, lol!
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Post by nitesh201 » Fri Nov 23, 2007 8:11 pm

portal itself is phenomenal but this game requires new adjectives
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Post by nullsquared » Fri Nov 23, 2007 8:18 pm

nitesh201 wrote:portal itself is phenomenal but this game requires new adjectives
Wow, thanks :D :D

BTW, I've perfected dynamic portals. You can hold them, through them around, rotate them... do pretty much anything you can with normal objects. I've disabled portals going through portals because that would... break the universe ;) (I've actually got a really humorous "game over" message in there, you'll have to wait and see ;)). They still work, and for some reason are smoother than wall portals... well, they can't be smoother than perfectly smooth, so let's just say that they are just as smooth.

Check the first post for a video.
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Post by PolyVox » Fri Nov 23, 2007 9:55 pm

agi_shi wrote:This is so awesome! PolyVox, THANK YOU for your AMAZING idea!
Well, good job on implementing it so fast! But that's the way it works with community interaction - I remember the first time I showed my project I was given all these ideas which were actually pretty obvious - but I just hadn't thought of them because I was too focused on my own ideas. Sometimes other people can think outside the box more easily :D
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Post by nullsquared » Fri Nov 23, 2007 9:59 pm

PolyVox wrote:
agi_shi wrote:This is so awesome! PolyVox, THANK YOU for your AMAZING idea!
Well, good job on implementing it so fast! But that's the way it works with community interaction - I remember the first time I showed my project I was given all these ideas which were actually pretty obvious - but I just hadn't thought of them because I was too focused on my own ideas. Sometimes other people can think outside the box more easily :D
Without NewtonGD, this wouldn't be possible. I totally need it's unified body system (where bodies are all the same whether they are static or not) and it's amazing callback system. NGD plus my wrapper for it = teh awesome portals :D.
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Post by Kojack » Sat Nov 24, 2007 2:35 am

If Valve don't hire you for Portal 2, I'm not buying it. :)

(Ok, I will buy it, but you know what I mean)

If you run out of ideas for things to try, how about portals which change the size of objects? (If that hasn't been suggested already) Throw a box into a small portal and it gets enlarged when it comes out of a big portal. Prey pretended it did that when you use a portal to get onto the surface of the mini moon, but really the small version and large version of the moon were seperate parts of the level.
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