Portals (update: v0.23 - MOVABLE portals!!!)

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Postby agi_shi » Sat Nov 24, 2007 1:45 pm

New movable portals video: http://www.youtube.com/watch?v=KHiNjLbaSNM

Shows more possibilities.
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Postby Julio Jerez » Sat Nov 24, 2007 2:07 pm

Holly smooking, now I am confused. :? :D
Like they say in Sainfield, a coffe table book about coffe table, that also turn into a coffe table. 8)
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Postby agi_shi » Sat Nov 24, 2007 2:16 pm

Think of them as the entrance and exit of a door, except the entrance and exit are not tied to one another - they can be in arbitrary positions in space.
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Cool!

Postby petter » Fri Dec 07, 2007 4:37 pm

This was realy cool but i have a question: what happens if you drop one porlal into the other?
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Postby The unProfessional » Fri Dec 07, 2007 7:31 pm

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Postby agi_shi » Fri Dec 07, 2007 10:11 pm

Yeah, I realize it looks a bit stupid with no way to identify the portals by their back and stuff :D. No worries, it's all under way to being added/fixed.
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Postby walaber » Wed Jan 09, 2008 5:30 pm

I just saw the video of objects self-colliding through portals... this project is absolutely amazing, and one of the best examples of Newton's capabilities.

for those that haven't seen:

http://www.youtube.com/watch?v=JwL-nTODl2E
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Postby Julio Jerez » Wed Jan 09, 2008 5:51 pm

wow that's a long way from the simple graphics the previus demos.
what ever it is he is using is goes to show that talent is still the more valuable asset when making a game.
I think he has a brillinat future in as programmer.
Very nice.
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Postby agi_shi » Wed Jan 09, 2008 7:33 pm

Thanks, guys :)

Yeah, I forgot to post that video. Julio, thanks a bunch for helping out so much in that thread about the "arbitrary transform" thing :D It's what makes this type of stuff possible :)

I think he has a brillinat future in as programmer.

Regarding the future, that's why I'm doing this project ;). I'm currently 14 (middle-school or "junior high" as they call it here), and I want to get some good experience for a nice job in the future, heh :)

Anyways, there'll be a public demo release at version 0.5. Lots of things planned for it, such as light going through portals, sound, and at least ~25% of the story.

Also, I just want to say that everything is pretty much Lua-based game-play wise. All of the story, the WYSIWYG editor, the levels... For example, a "test scene" I wrote:
Code: Select all
d_addDefaultResourceDirs()
d_initAllResourceGroups()

d_setCameraPos(7, 7, 7)
d_setCameraLookAt(0, 0, 0)

light0 = d_createLight("light0")
d_setLightRadius(light0, 15)
d_setLightPos(light0, 0, 7, 0)
d_setLightColour(light0, 1, 1, 1, 1, 1, 1)
d_setLightDir(light0, 0, -1, 0)

dd = d_getDataDir()
level, level_obj = d_createScriptedObject(dd .. "/models/level1.lua")

so, so_obj = nil, nil
for i = 1, 50, 1 do
    so, so_obj = d_createScriptedObject(dd .. "/models/ball.lua", true)
    d_applyImpulse(so_obj, 0, 15, 0)
end

d_enableShadows(true)

(for anyone that's Lua-proficient, I apologize for any ugly-ness - I recently have gotten into Lua and am not too good with it, but, hey, it works :D)
The engine does absolutely nothing in preparation. A scripted object is basically a physically-simulated prop from a script file. As you can see, I abuse this to create a simple "level" :twisted:. Then I spawn 50 of the same prop (that's what the last "true" does, it makes the prop generate a name instead of using the name in the script)... it all "just works".

By the way, Walaber, you use Ogre, too, right? I love Ogre :)
Last edited by agi_shi on Wed Jan 09, 2008 7:44 pm, edited 3 times in total.
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Postby walaber » Wed Jan 09, 2008 7:38 pm

yeah, I use Ogre and Newton for most of my projects.

you created your own Newton wrapper for your project, right?
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Postby agi_shi » Wed Jan 09, 2008 7:42 pm

Wow, crazy fast reply :D. Yeah, my own wrapper... I needed it to do stuff like loading from a script and being able to change each object's gravity on the fly, global gravity; and, obviously, integrating portals is much easier when you wrote the physics wrapper yourself.

Also, Julio, I take it you saw the "0.30 graphics preview"? If not, here it is: http://www.youtube.com/watch?v=rsD7AqVTQy8&feature=user
It's older than the dual-sided collisions thing, but it focuses on showing off the graphics.
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Postby Dave Gravel » Wed Jan 09, 2008 8:01 pm

Looking very better with this graphic (:
lightning, lightmaping and shadow, rendering the scene better.

Nice work.
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Postby Julio Jerez » Wed Jan 09, 2008 8:20 pm

Yes I saw a couple of those in youtube when I click in the first link.
Some of them have some kick ass crazy movable portals that make my head spin.
http://www.youtube.com/watch?v=OtO0jLN- ... re=related
Even scenes wirth kick ass soft defused shadows and normal mapping and funk sound track.
I do not now how you do it, and I do not want to know, just keep doing it.
I tip my hat, to the darth master.
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Postby agi_shi » Wed Jan 09, 2008 8:35 pm

Wow, thanks, guys :oops: :)

@ k00m: there's no light mapping ;). Completely everything is dynamic. Which reminds me, I have to get around to writing some lower-end shaders. The way the graphics are right now (this'll probably be the ultra setting), it'll probably need something like a 7900 or higher to run fast enough. High and medium will be a lot faster with a small loss in quality.
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Postby agi_shi » Fri Jan 11, 2008 8:52 pm

I also just want to say that portals that resize stuff is on my TODO list. For example, if you have a big portal connected to a little portal, going through the big would make something smaller. Going through the small would make something bigger. I'm not sure if any of you have watched it, but there was a video named "The Room" on youtube in 2005 or something (it's still around, of course). It had such portals, but the "demo" was never released. People will now finally get to toy with such stuff :D

Newton's awesome convex hull modifier being put to good use ;) It was so easy to use that I could come up with this super simplistic function:
Code: Select all
void Object::setScale(const Ogre::Vector3 &s);

I'm really amazed by how well it works in real-time:
Code: Select all
if d_isKeyDown("O") then
            local x, y, z = d_getScale(so_obj)
            x, y, z = x + d, y + d, z + d
            d_setScale(so_obj, x, y, z)
        end

        if d_isKeyDown("P") then
            local x, y, z = d_getScale(so_obj)
            x, y, z = x - d, y - d, z - d
            d_setScale(so_obj, x, y, z)
        end

There's pretty much 0% slowdown in the above shrinking/enlarging, it's awesome! Kudos, Julio, amazing stuff with Newton. I think a demo/example showing enlarging/shrinking would be pretty cool, would surely get a lot of people's attention ;)

... now I just have to use this function to scale stuff that goes through differently sized portals :D
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