Everything is based off of the initial distance/scale the object was picked up at versus the area behind it. Pseudo-code could look something like this-
>Pickup Object
>Check Initial Scale(size)
>Move Object to furthest point in visible space
>Scale Object Based on distance moved so that size appears same
(Would be based on a formula using original scale, roughly like
newScale = newDistance * startScale)
>Tada
Usually the most out of the box concepts like this are pretty easy to tackle
It actually isn't that crazily complicated (I am most likely making a similar project for my graphics class).
The way your GPU renders the game is by converting objects in your game's 3D world space into 2D screen space using a bunch of matrices. One of these matrices is dependent upon how far away the object is from the camera (called the perspective matrix), which makes sense since objects that are farther away appear smaller.
If you take an object's coordinates in screen space and use the inverse of all of the matrices you just used to convert it there, it changes them back into world space. However, if you change the z-value of this perspective matrix, it'll change the object into 3D world space at the given z-distance and with a size that makes it look the same from the camera's perspective.
I'm also in a computer graphics class (University of Wisconsin) and this is ******* cool, and it's amazing how easy the math is. We have to do a final projects before the end of the semester, I'm thinking of selecting one that does something similar to this.
Yea I've found that most schools related to the UW have good professors, many even similar quality to Madison. Shame that Madison is so expensive, but at least we're not Milwaukee.
UW-Platteville here, can attest for quality professors. Many of my Engineering professors graduated from Madison, but came here due to the quality of the undergrad program. Ive been told time and time again, that if you want to get a bachelor's degree go to the other UW's, but for graduates go to UW-Madison.
Due to the way perspective works, a small object that's close and a large object that's far away both look the same size on your screen.
Take 3D object in world
Change it into 2D object on-your-screen-size
Change that back into a 3D object in world at a different distance, but with a size that is still the same when it is changed into 2D object-on-your-screen size
soundtrack is actually pretty good. or at least i think thats the soundtrack and not just the creator of the vid putting his own music ontop of the vid.
I have no idea how you knew that, much less ( seemingly ) off the top of your head, but that you haven't gotten thumbs for it yet is astonishing, seeing as how you're doing God's work. wtf, nice.
man did you really just say MOON as a reason? I concur on the doors thing but other two are just nonsence... also did you play SP? it look almost like it, i mean take a look, long hallways a LOT of door... i think it looks more like SP... if there would be portals i would say portal but there is none
So in Portal 2 (spoilers I guess but whatevs) the finale you shoot a portal at the moon. Look at the walls in the moon part of this game. That's the ode part. My simplest objection to your argument is why would the creator of this game put a huge reference to Portal 2 if they didn't draw inspiration from it? I'd like to think they aren't so simple as to just put it in there because "Portal was cool and memes and **** ."
As far as inspiration, you don't have to have portals just to be inspired by Portal. That's more along the lines of copyright. The gameplay of this is very similar to Portal. As assdoreponyfucer said it utilizes a unique method to solve puzzles and get to the exit. Portal was a great game to challenge your way of thinking (a.k.a your perspective) and stretching your problem solving skills. This game does the same thing in a similar fashion. The Stanley Parable, while also having hallways and doors, which is as **** of a relation as if not more than using the moon as one; c'mon man it's like you're not even trying that's more of a guided narrative that stretches your way of thinking about reality rather than your way of finding solutions. Stanley Parable doesn't have an "objective" is the traditional video game sense, whereas this game and Portal do.
Ohhhhh okay. I think we may have been misunderstanding each other. I didn't mean the entire game was an ode to Portal 2. I meant the moon scene was a nice ode to Portal 2. Sorry for the confusion!
nvm... i just looked it up and mine is broke. instead of entering the window and going to the exit, it just walks THROUGH the window and im still in the same room. if i look back the window looks empty. so its literally impossible for me to finish.
No, I don't think it's that.
It looks like the whole objective of each room is to get to the next room by solving a puzzle that makes you utilize a new feature of physics and think about space differently.
I loved it too, but I think after some chambers i got too ******* stupid. I was stuck and couldn't go on even when using a tutorial.
Great game, but mfw the harder chambers came.