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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 07:44:00 -
[1] - Quote
G Torq/G Clone asked me an interesting question in irc: "When programming in OpenGL/3D there's a concept where you can make a "window" to a separate part of a world (basically, a portal) did CCP talk about using tricks like this, to allow a player to look through the portal, see what's on the (immediate) other side?"
https://en.wikibooks.org/wiki/OpenGL_Programming/Mini-Portal
This got me thinking about a 2009 Fanfest video were CCP explains how they modeled wormholes in Eve Online after the research of scientists who figured out what a real wormhole would like--a three dimensional sphere. I'm not sure about the programming involved with Unreal Engine, but it would be incredible to see a portal work like this in game, where the player can see ahead of time what environment they are stepping into--maybe even preemptively fire through it while enemies cannot fire back.
Portal Gun for Unreal Engine 3
Portal doors for UE4
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 07:45:00 -
[2] - Quote
inb4 mass driver AoE doomsday
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 13:48:00 -
[3] - Quote
Who agrees being able to see through the portal as a step toward mitigating spawn camps? What problems could it cause?
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 14:57:00 -
[4] - Quote
Melchiah ARANeAE wrote:This would be cool if it didn't cause massive FPS drops, which it could easily do if implemented poorly. Yeah, when a player enters a given zone of the portal it would render two scenes. It would probably help that the portals are not placed by the Devs. They could be placed far enough from major socket assets to reduce this render load.
Quote:The intuitive idea would be to place a second camera and render to texture (as seen in Post-Processing). However textures are distorted to map the object on which they are attached, especially if you look at it sideways. Typically they would look like a flat TV screen[2] - but we're talking about PORTALS here!
Since we want a seamless effect, we'll use a different method. The scene will be rendered twice:
-Once as if the player were already teleported, taking into account the player's distance to the portal. We'll clip the scene to the portal's boundaries using the Stencil buffer. -Once normally, without overwriting the portal by tricking the depth buffer.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 15:14:00 -
[5] - Quote
@Operative 1174 Uuali I like the idea, but you're derailing the topic regarding looking through portals. Make a topic about drone cameras and we can discuss there.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 15:47:00 -
[6] - Quote
Melchiah ARANeAE wrote:This would be cool if it didn't cause massive FPS drops, which it could easily do if implemented poorly. We do have a 'test server' with other contracts tab now to check these out for issues.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 16:57:00 -
[7] - Quote
Terry Webber wrote:It would be awesome if CCP can make DUST's portals more like the ones in the Portal series. Except, they'd be spheres.
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