cant wait to see thisnullsquared wrote:Just wanted to say, I'm working hard on the seamless portal through portal lighting and shadowing...
Another thing - the light will be (soft) shadowed by the walls around the portal when it goes through the portal, and it'll go on through however many portals there are - there is no "limit" to the numbers of portals a light can go through (except it's range of influence, obviously).
Portalized (GUI update)
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The beginning:
(directional light looking at camera destination)
No shadowing, no attenuation, nothing fancy. Simplistic stuff, but it's getting there.
(notice how the light doesn't actually go through the portal yet, as the "real" walls are not illuminated by the indirect light - but, so far, they are correctly illuminated through the portal)
(directional light looking at camera destination)
No shadowing, no attenuation, nothing fancy. Simplistic stuff, but it's getting there.
(notice how the light doesn't actually go through the portal yet, as the "real" walls are not illuminated by the indirect light - but, so far, they are correctly illuminated through the portal)
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I second that! I must admit I didn't realize the metal borders were outlining portals until people mentioned it, so I wasn't exactly sure what I was seeing. Either way the screenshots look great.This is one of the coolest projects I've seen using Ogre!
Creator of QuickGUI!
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it just occurred to me that there is no to little reason that 1-to-2 portals couldn't be made, as in 1 entrance two exits, instancing objects as they passthrough. An interesting tech demo could be made by having a portal on the floor, and two exit portals, one on the ceiling and one against a wall, dropping an object, it would quickly replicate. And build a stack of clones on the floor. Or one large entrance portal on the floor and two small portals on the ceiling, object would shrink and multiply, incorporate some logic to delete objects once they reduce below a certain size.
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Update on first page with much working PTP lighting.eugen wrote:cant wait to see thisnullsquared wrote:Just wanted to say, I'm working hard on the seamless portal through portal lighting and shadowing...
Another thing - the light will be (soft) shadowed by the walls around the portal when it goes through the portal, and it'll go on through however many portals there are - there is no "limit" to the numbers of portals a light can go through (except it's range of influence, obviously).
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Well the idea sounds interesting (though technically difficult) and there are some things which I am not sure how they should work. Lets imagine you have a portal 'A' and connected to it you have two portals 'B' and 'C'. Now I like the idea that if you put an object through A then it should be duplicated as this could have cool gameplay consequences. But what if you put the object into B or C?nullsquared wrote:Actually, there is. You cannot unify 2 spaces with 1 space. Your theory breaks the unification process of dual-sided collisions and visuals.Ein wrote:it just occurred to me that there is no to little reason that 1-to-2 portals couldn't be made[...]
In fact, what if you look into A? Which portal should you see out of?
But actually this gives me an idea! What if you set it up so that you can 'chain' portals. So if you look into A you see out of B, but if you look into B you see out of C? Then C would be connected back to A. I think that sounds technically feasible?
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Pretty much my point.PolyVox wrote: [problems]
Lua:But actually this gives me an idea! What if you set it up so that you can 'chain' portals. So if you look into A you see out of B, but if you look into B you see out of C? Then C would be connected back to A. I think that sounds technically feasible?
Code: Select all
portal0 = Portal.create()
portal1 = Portal.create()
portal2 = Portal.create()
portal0:link(portal1)
portal1:link(portal2)
portal2:link(portal0)
Code: Select all
Portal *p[3] = { portalMgr->createPortal(), portalMgr->createPortal(), portalMgr->createPortal() };
p[0]->setOther(p[1]);
p[1]->setOther(p[2]);
p[2]->setOther(p[0]);
Code: Select all
// Lua
somePortal:link(somePortal)
//C++
somePortal->setOther(somePortal);
// or simpler
somePortal->setOther(NULL); // automatically links to self
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Not so sure about that. According to the commentaries, they used some kind of "unified space" or "bubble" where the two portals met - if this is indeed how they did it, they can only ever have 2 portals interconnect with each other, and not form a chain. Also, I was much referring to Narbacular Drop thereeugen wrote:i believe the 1-1 link in Portal was due to gameplay considerents, im pretty sure they can link portals in a chain
It's just a "side effect" of the portal design I'm getting at.nonetheless your solution seems more fun
You did look at the first page, right? Just making sure, since I have only old screen shots on page 7. It'll definitely look a lot nicer once I get the shadowing completely working.nice lighting trough portals, i cant wait to play this!
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Not thought about it yet. Either I should make the radius stay the same, or enlarge (as if the light got more powerful due to its size).Jallen wrote:If the exit portal is 4* the size of the entry portal does the light expand by that much too (as in light 4* the surface area of the object pointed at)?
Looking great.
Also, check first post.
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I can say only one thing: AMAZING PROJECT!
I've got some questions. Firts, could you tell me
what enviroment do you use? Code::Blocks and MinGW
or Visual Studio? And second: will you relase this engine
to public? I'm not talking about source code but about
compiled lib and header files that we can use it in Ogre?
P.S. I'm 14 too. At least I meet somebody who is 14
and who programs!
I've got some questions. Firts, could you tell me
what enviroment do you use? Code::Blocks and MinGW
or Visual Studio? And second: will you relase this engine
to public? I'm not talking about source code but about
compiled lib and header files that we can use it in Ogre?
P.S. I'm 14 too. At least I meet somebody who is 14
and who programs!
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He is using Code::Blocks with MinGWfifi wrote:I can say only one thing: AMAZING PROJECT!
I've got some questions. Firts, could you tell me
what enviroment do you use? Code::Blocks and MinGW
or Visual Studio? And second: will you relase this engine
to public? I'm not talking about source code but about
compiled lib and header files that we can use it in Ogre?
P.S. I'm 14 too. At least I meet somebody who is 14
and who programs!
P.S. Im 14 also
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