Originally Posted By: Dico
i like portale style games , this method i tried to create it before but i stuck in views , i do all calculation for the mouvement exept the views i get problem in it .
i think the view need special shader smirk

This is what i did before :


so the camera portal 1 it move and rotate a l aid of player view .

i ask Rackscha before about the method and this what he say :
Originally Posted By: Rackscha
visual:
cameras are not rendered on a entity texture. entity renders a special color into the buffer for a screenshader to replace these pixels with the camera

the camera needs to keep an eye on the player and stay on the same line as the portal. so it moves along it.

and it is required to translate a relative point from one portal to another. which means making a position relative to a portal, rotating it back, then rotating it by the other portal and making it absolut again. Sabe goes for rotations


Hi Dico!

Unfortunately, screen you've posted doesn't show up :<
About shaders and what Rackscha said, I guess using shaders will be faster plus it does that 'cut-off' effect. I've done it differently (cause I'm not familiar with shaders) and just rendered view directly on the texture of the portal model (and I guess this is one of the worst ways to do this). Anyway, I'm still stuck and breaking my brain on how to add player's position/angles into the portal view, so it does look like a whole into the other room (f.e.) not like a flat TV.

Best regards!


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