If you don’t know what I mean, see this video of what I want to achieve…
…which was with the level designer from Americas Army.
Is this posible at any degree in Unity?
If you don’t know what I mean, see this video of what I want to achieve…
…which was with the level designer from Americas Army.
Is this posible at any degree in Unity?
Sure. And you can probably even make it so your camera isn’t constantly flashing junk frames at you all the time!
Do you have documentation about how they did it? I bet they’re just teleporting the player around based on triggers.
Yeah that’s exactly what they’re doing.
When I saw non-euclidean level I was thinking I would be seeing an M.C. Escher level, or the city of R’yleh. Sort of disappointed tbh.
they’re using magic!
awww, if they’re going to make a box that’s bigger on the inside, at the least dress it up to look like the tardis ![]()

As long as you don’t dress up the Tardis itself. Last time he tried to fix the chameleon circuit at Logopolos half the universe disappeared!
lol!
http://www.tomabaird.com/Prototypes/Portal.html
WASDQE moves
A really rough few hours prototype, but it is definitely possible.
My method involved multiple cameras and then I stack the scenes on the same physical location. Although with that method getting more and more independent zones becomes very challenging and strenuous.
Jetpack Brontosaurus had a pretty cool effect; while the levels are really colorful and all, there’s another sort of dark version of the level and you can see glimpses of it through the exhaust of the jet pack or by going through a portal. I read somewhere that they had levels on different layers and the particle systems would render the other layer or something like that
reminds me of HalfLife 2 : Portral.
You can google for Molyneux’s old but still great GDC presentation The Room dealing with portals.
I didn’t quite understand how you did it. Maybe you could upload the proyect? It looks exactly like what I’m looking for.
Both the portal prototype and the jatpack brontosaurus are looking great, is this possible to do without render to texture or other pro feature? Where should i start searching to get this kind of effect? I was only able to use multiple cammeras to render on rectangular areas parallel with the screen sides, is it possible somehow to tweak them to acheave something like this?
As I was searching for The Room from Lionhead, i’ve found this open source portal-like project in Ogre3d, though i haven’t looked at the sources yet. Maybe it might help someone.
http://www.pseudoform.org/index.php?id=home
That’s an interesting link.
I guess it’s possible without rtt as well and depending on how far you take it, like portal physics, you’ll have to clone objects anyway. Made me thinking of portal in a portal…quick try…
Although my understanding is he used triggers to teleport players to different parts of the map, you could create this without using teleportation. Have each vertex be 4th dimensional where the 4th dimensions (we’ll call it w) represents phase. A phase can be any real number, if w is not an integer number than it represents a transitional phase between the translated whole number w, and the translated whole number w + 1. You could also use a method of storing booleans to identify if a vertex is in-between phases. You then have the camera transform adjusted to contain scalar w as well as x y and z, and render only faces that are within the same phase, or transitional phase as the camera. You can then auto-generate adjustable bounding boxes to contain non-mesh representations for the phases, and the physical transitions that should occur as the camera moves through said box. This method would obviously require a custom modeling tool, or way too much time on your hands, however, it would be how I would do it if I was serious about such an idea.
I have used a Vertex Shader to imitate 3D elliptic space (by stereographic projection of 4D sphere):
I know its very old
But i made non-euclidean tunels, inspired by OpenGL test with same thing
It works but its better on OpenGL as Unity has a bit blurry texture that should mimmick the on of tunel