[squeak-dev] [Croquet/Cobalt] Portal

David Faught dave.faught at gmail.com
Sat Apr 2 12:55:30 UTC 2011


>>> Em 01-04-2011 16:14, David Faught escreveu:
>>> I've been playing the game Portal (http://en.wikipedia.org/wiki/Portal_(video_game)) for the last few months and it has to be one of the best 3D games I have seen, right up there with Spore as far as I am concerned.  One of the things that intrigues me about this game is that it looks like it could have been inspired by Croquet, although it wasn't.  So now in the next few weeks, a new collaborative version of Portal is coming out, which should prove to be lots of fun.
>>>
>>> I would think that it would be almost trivial to build the basis of this game in Cobalt/Croquet and thereby have multiplayer capability right in the first iteration.  But what kind of puzzles of this type would be interesting for an undetermined number of players greater than 1?  This project sounds interesting enough to me that it could be worthwhile to get back into the Croquet/Cobalt community.  My concern is that the Cobalt/Croquet base still may not be up to the performance and stability standards that would be needed for a project like this.

>>On 01.04.2011, at 21:34, Casimiro de Almeida Barreto wrote:
>> Imho, Cobalt lacks some fundamental capabilities to fit the role of RPG/FPS game engine. Among them I would mention the absence of a collision detection system.

>On Sat Apr 2 10:20:41 UTC 2011, Bert Freudenberg wrote:
>What happened to the sphere-tree used for collision detection in Croquet? Besides, anything lacking could be added if deemed necessary.

Hm, I thought that was just used for culling during rendering.  Ah but
it was something to do with collisions and rays and portals too.  Been
too long since I looked.
Casimiro's point is well taken though, the Portal game and many others
are very much more interesting because of their physics engines, which
has been a problem for Cobalt/Croquet for a long time.  Mostly others
and I tried to solve this a few different ways and were not very
successfull.  It would be very cool to use something like NVidia's
PhysX, but that would be too constraining.  Did Aik-Siong Koh's group
add some physics along with the CAD stuff they did?

I guess that the whole physics engine thing would be a pretty large
monkey wrench for this project.



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