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I can see a number of issues with see-through portals that'd have to be addressed before even starting:
The way the camera currently follows the player means that it'd jitter around when the player goes through portals. In the examples on that page, the camera is always locked to the player, which is a different behavior from Super Mario Bros;
The easiest way to implement it would make it so that you can't see portal views through other portal views (such as portal loops and such). Just like in those examples, you'd only have one view window for orange, and one view window for blue;
It'd be exceptionally problematic in multiplayer. Unless we somehow limited the portal views to only show the one from the pertaining player, it'd be very difficult to have multiple pairs of portals showing their views without causing major visual issues;
One scenario that all those examples conveniently omit is when your portal view overlaps one of the portals (like, for instance, standing under a portal on the ceiling, and the second portal being on the floor above the first). The portal window would cover the portal, making it really bad for gameplay. Also, unless we disabled portal windows for portals facing away from the player, it could create a very weird portal window for the other portal;
Overlapping portal windows! How would we handle it when the two portals are so close together that both their views should occupy the same space?
I'm leaving this issue open if anyone wants to tackle all these issues, but the way I see it, it's just not feasible for Mari0 to have see-through portals, from a technical standpoint. Executing see-through portals shouldn't be too difficult, but it'd require addressing all of the problems described above.
https://stabyourself.fandom.com/wiki/See-through_portals
Maurice wrote SE has See-through portals feature but it is broken. If you can fix, that will be come a new feature of CE (or a cheat)
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