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>> No.3736884 [View]
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3736884

>>3736390
Serious Sam's portals are a bit more crude than Unreal's.

Unreal could do stanley-parable style non-euclidean geometry way back in '98

Unreal basically took Build engine portalling, got rid of the limits and took it to eleven. The only thing it was limited by is you can not have portals that loop on itself (aka. ones that allow you to see back of your head and infinite portals) because that would create infinite rendering loop and crash the engine, since there were no shaders to create a substitute texture on the fly like Source engine does.

Examples of Unreal's portals are picrelated and first UT duel map.

Well, technically linguortals could be implemented in vanilla doom via bsptree hacking but nobody knew about that back then.


In the end, early games with clear portal fuckery that is obvious and presented to the player (that I know of):

Duke (720 loop secret level)
Unreal Tournament
Undying
Wheel of Time (picrelated)
Serious Sam
Narbacular Drop (proto-portal)

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