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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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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
621
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Posted - 2015.05.23 13:54:00 -
[4] - Quote
This would be cool if it didn't cause massive FPS drop, which it could easily do if implemented poorly.
We want cake and tea.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 14:57:00 -
[5] - 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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Operative 1174 Uuali
Y.A.M.A.H No Context
750
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Posted - 2015.05.23 15:07:00 -
[6] - Quote
They're called drones. One drone that no one ever sees is the camera drone flying around your ship in EVE. It's the in game explanation for why you can see your ship from the outside since you are supposed to be in a vat of goo with only a neural link to the outside world and your ship.
I say we have camera drones that can launch and give a scan as well as a visual on the map. It's equipment, you launch it and it's like switching to a dropship only you are not in it, but still on the ground and can be shot.
This drone would only have a certain range and time limit and be one use. Complex version would give you three.
The CPM candidate we need, not the one we want. The candidate for the rest of us.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 15:14:00 -
[7] - 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 -
[8] - 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.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.05.23 16:04:00 -
[9] - Quote
Jadek Menaheim wrote: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.
Why not, being able to see what's on the other side is crucial. I do wonder though how it would affect performance.
Tanks - Balancing Turrets
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Terry Webber
Molon Labe. RUST415
703
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Posted - 2015.05.23 16:44:00 -
[10] - Quote
It would be awesome if CCP can make DUST's portals more like the ones in the Portal series. |
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.23 16:57:00 -
[11] - 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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Terry Webber
Molon Labe. RUST415
704
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Posted - 2015.05.23 17:16:00 -
[12] - Quote
Jadek Menaheim wrote: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. That would be cool too. You could walk around the entrance to see the immediate area around the exit.
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