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#27 - Ryukenblaze
Reply 0
(05/25/2013) [-]
There is no such thing as a "functional" mirror in 3D fps games.
To make a mirror that works in one, you have to position a camera that projects onto a texture. That is VERY system intensive if you have more than a couple mirrors per level.
#37 to #27 - Shramin
Reply 0
(05/25/2013) [-]
Duke Nukem Forever did it.
and that game was *****.
#29 to #27 - HarvietheDinkle
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(05/25/2013) [-]
You can't set it up in a way similar to the way Portal worked, and disguise it as a mirror?
#31 to #29 - Ryukenblaze
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(05/25/2013) [-]
Think about portal, you only had Two portals (mirrors) in a level at any time
#33 to #31 - HarvietheDinkle
Reply 0
(05/25/2013) [-]
Yes, but the only difference is that here you don't control these "portals" and instead they are positioned far enough, at least, so that whenever you get near to the next one the first two portals disappear and new ones appear near you.

This is all theoretical, of course. And assuming that you can't do more than two.

Also see the comments below about other games having mirrors.
#35 to #33 - Ryukenblaze
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(05/25/2013) [-]
Duke Nukem was a 2d sprite based game, not quite "true" 3D, and due to how cameras work in game engines like unreal, they are spawned at level spawn and have to project the entire time. Since they are not geometry, they are not subject to clipping
#32 to #31 - rockyshand
Reply 0
(05/25/2013) [-]
Actually there was a maximum of four in portal 2's co-op. But Valve is keeping a tight seal over their portal technology.