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It would get blocked by the solid mass around the hole but if a portal is in mid-air then there won't be solid matter around it. A hole in nothing. Nothing to stop it falling. I suppose in real life it woud get cut at the boarder of the boundry but Source can't do that.What happens if an object is too big for a hole?
This just popped into my head. What do you think would happen if you tried to drop an item that was too big into a hole?
I don't think so. You see, bullets arn't physics objects, they instantly hit (the tracers are only effects). But maybe you could programme portals to do so. And if jimmyjam is right then we'll only be able to put them on walls, cielings and floors so you'd have to make the soldier shoot at a wall. Though if there is a corner you might be able to set portals up so you could shoot around the corner (and if AI was programmed well maybe soldiers would shoot through them too.If there are enemies could you put a portal up then the enemy shoots into the portal, and you have the portal come out behind him...would the bullet go through the portal and hit him?
That would be awesome!
That's damn cool, I've got to download it when I can. Though it sounds like too many portals would eat your RAM since you have to have copies of the room a load of time. I'm sure Valve will pull through thoughRiomhaire, what would that have to do with the question whether they go through teleporters? Myth, teleporters are not the 'zoom you're somewhere else' ones. You can just slowly walk through them like a door, with a part of you sticking out of the other side.
Have you actually played Narbacular drop? Did you notice how the teleporters work? When you make a teleporter, the game copies the room that you are in and sticks it to the other side with the point where the other teleporter is. It gives you the illusion that you actually teleport to somwhere else, but basically you walk into the copy of the same room. Even when you see yourself, it's just a copy.
this is what prey does
Even when you see yourself, it's just a copy.
the played just need to touch it.
Man, the CPU reqs for this are gonna be steep. Unless one doesn't mind frequent crashes.
well if the portal is like a black hole then it should kinda get sucked in anyways...and then for video game reasons, have it "reform" once it gets out th e other side...kinda hard to explain what i mean.
Doom 3 doesn't support per pixel hit-detection? :OPrey uses the Doom3 engine which uses Hitscan (same as HL2)
Doom 3 doesn't support per pixel hit-detection? :O
That's new to me.
Iced Eagle you are making my own argument for me, thanks
If guns were to shoot through the portal, the code would need to be changed so that each bullet is physically modelled instead of using hitscan (which would slow down the game considerably)
this is what prey does (except for the sunbeam and lightning gun.. they're still hitscan and can't go through portals)
On a technical note, yes, you could implement portal traversal with hitscan, but I could crash any game doing it by firing a volley into two looping portals - eventually they'll hit something but it might be a few thousand iterations before they do, could be pretty cpu intensive.
How did you get it to 1600x1200 btw?
He means a volley of bullets. As in Stand in between 2 portals, shoot and then realise that your logic is flawed as and bullets that don't hit you are going to be so off target that they'll only 2 about 2 laps through the portals.When you say firing a volley, do you mean like a grenade? They could simply just add a timer (once it goes through the portal entity it should explode when it touches something or after 5 seconds, or possibly after it reaches a certain velocity). For bullets, they could do maximum line length or something similar.
Doom 3 uses Per Polygon Hit Detection.Doom 3 doesn't support per pixel hit-detection? :O
That's new to me.
Do you have a 1600x1200 moniter & GFX card?And I meant, how to get 1600x1200 in ND.
And I meant, how to get 1600x1200 in ND.
He managed:Well, I doubt that you could make that happen.
Hence I asked:ND ran smooth for me I didn't notice any slow downs running at 1600x1200 and my rig isn't anything special.
How did you get it to 1600x1200 btw? On my machine the max was 1024x768 (and my lcd is 1280x1024, grr).
Negative to the monitor but I really want 1280x1024, cos that's my lcd's native res.Do you have a 1600x1200 moniter & GFX card?
Although in theory, if you fired a bullet dead perpendicular to the portal through a pair of portals that was set up in an infinite loop scenario, it would loop forever, and the game would lock up.
In practice, if you fired a bullet dead perpendicular, you'd shoot yourself, which resolves some of the paradoxes. Otherwise, you'd just need to introuduce a time-to-live factor into the hitscan calculations. Each time the hitscan trace line had to traverse a portal, you decrease the time-to-live by 1 and once it hit 0, you stop tracing.
I don't think it would work like that. More like the path is calculated over and over again in an infinate loop and anything being run over and over infinatly, nomatter how small would crash your computerIf the bullet was in a true infinte loop you could just create a static thin line of hit damage where its path is, so if you walk into its path then it hits you, wouldn't be intense on the cpu at all.
It'd be more CPU intensive though.Or you could physically model it so it goes so far per second, that's probably slightly better than hitscan.
It could work like that if you wanted it to, is my pointI don't think it would work like that.
Not if it's threadedanything being run over and over infinatly, nomatter how small would crash your computer
Possibly, but shouldn't crash your computer in the infinite loop scenario.It'd be more CPU intensive though.