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Portals in Elite Force Raytraced

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Uploaded by on Feb 19, 2008

After having finally played Valve's Portal I felt the urge to add portals to my raytracing version of Elite Force. The implementation was straight forward and completed within two hours:
Just like in Valve's game you can "paint" the endpoints of a virtual tunnel onto walls, giving you the ability to travel potentially large distances simply by walking through a portal. And this is where the fun begins! The idea of portals maps nicely to raytracing because it only requires additional transformations of the ray origin and direction which are accomplished by multiplying these vectors with the matrix m = to * inverse(from) (to/from correspond to the matrices representing the portals).
Portals are represented using two triangles which form a quad. They're given the shape of a circle in the rendering function which blends between the portal-color and the background-color based on the distance from the portal center.
The video was captured on 64-bit Ubuntu 7.10 running on a single AMD Athlon X2 3800+ (2 years old) at the native YouTube resolution of 320x240.

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Entertainment

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Standard YouTube License

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  • impressive detail for an old engine usin ray tracing

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All Comments (11)

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  • @HelloHansSolo the hell is your problem lol

  • Wow! Awesome!

  • Watching this is a fucking waste of life. Why don't you use your life for something useful Stereo1984, instead of wasting it away in front of your stoopid computer game. Get job and get a real life, motherfucker.

  • very nice! any way for us mere mortals to get in on this sizzling action?

  • Looks like Doom.

  • hahahaha nice nice hahaha good 2d xD

  • awsome

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