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Portals In Game Engine

PortalsA game technique has finally been successfully completed. Portals in the game engine!

Blenderartists member warwickallison has created a simple demo in which he displays his technique.

18 Comments

  1. We are throwing a party in honor of your tremendous success. Place the Aperture Science Handheld Portal Device on the ground and lie on your stomach with your arms at your sides. A party associate will arrive shortly to collect you for your party.

    You will be baked. And then there will be cake.

  2. I would say that someone should make a game that is a hybrid of Portal and Braid but that would risk dividing by zero and ending the universe before the Hadron got a chance.

    On a more serious note, good work. "...Thank you for helping us help you help us all"

  3. LOL. These comments are great. Even more if you, like me, don't play games and kind of underestimate the usage of portals. So, honestly, somebody might be able to tell me why this is such a great thing to have. Brest regards, Christian

  4. @ Christian:
    Don't feel bad, Portal is just a great game with some really fun quotes. As to having a portal system in the Blender Game Engine, Valve, the developers of Portal, worked pretty hard and came up with some interesting techniques for getting portals to work the way they wanted. The portals themselves have some very special properties:

    They don't go between dimensions or through time, they only move you from one place to another, usually within the same room. If you walk through one, you come out the other. If you jump or fall into one, your momentum is preserved. If the portals are not on the same plane, that means you can come shooting out at a different angle than you went in. This is good for reaching high places or crossing wide gaps. You can also carry / drop / throw objects through them, with the same effects.

    When you look into a portal, you see whatever the other portal is "looking at." Useful for looking around corners and such, but also cool, because you can line up two portals in such a way that you can see your own back. Following yourself infinitely through portals is a lot more fun than it should be... And the really funky thing (at least in the actual game) is that you can see recurring instances of whatever's beyond the portal through the recurring instances of the portals. Kind of like two mirrors facing each other, but only in one direction.

    The implications for Blender are pretty cool, especially since Portal is not an open source game...

    "Well done, android. The Enrichment Center once again reminds you that android hell is a real place where you will be sent at the first sign of defiance."

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