Kanbaru π (one hikari of too many)
nice, detailed, short video about how Quake uses portals in calculating the visibility of parts of a level https://www.youtube.com/watch?v=IfCRHSIg6zo
Saagar Jha
(replying to Kanbaru π (one hikari of too many))
@hikari Now youβre thinking with porβ¦wait, wrong game
Kanbaru π (one hikari of too many)
(replying to Saagar Jha)
@saagar Source is also portal-based I think! the heritage of Quakeβ¦
Saagar Jha
(replying to Kanbaru π (one hikari of too many))
@hikari (I know, hence the reference)
Kanbaru π (one hikari of too many)
(replying to Saagar Jha)
@saagar (ah, the dangers of not being sure how much of a joke is intended)
Kanbaru π (one hikari of too many)
(replying to Kanbaru π (one hikari of too many))
@saagar my favourite outdated fact about portal is that some games have been prototyped using the portal version of the source engine because it makes it easier to design maps if you don't have to physically join up your corridoors, just insert Portal-style portals at the ends