Slashdot Mirror


Examining Portal's Teleportation Code

Gamasutra is running a story deconstructing the mechanics of Portal's teleportation programming. They present a snippet of Portal's code and a downloadable demo. They ran another article in this series earlier this year with an analysis Mario Galaxy's unique take on physics. We've discussed the development of Portal in the past. "Teleport mechanics in video games are nothing new. Puzzles from the original Gauntlet were memorable -- and more than likely, that wasn't the first game to use teleportation as a gameplay mechanic. The difference between Portal and all those that came before it is that Portal's teleportation acts as a frictionless tube between point A and point B. Physics are still hard at work inside the frictionless tube. Instead of simply repositioning an object from point A to point B, the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction." Update: 8/26 at 19:37 by SS: Dan notes that the code was not directly from Portal; it was written to approximate Portal's physics.

29 of 278 comments (clear)

  1. Frictionless tube? by Anonymous Coward · · Score: 5, Funny

    Your mom has a frictionless tube.

    First post?

    1. Re:Frictionless tube? by Chris+Burke · · Score: 5, Funny

      For friction to be present, the object being inserted into the tube must be large enough to touch the sides. That must be your problem.

      --

      The enemies of Democracy are
    2. Re:Frictionless tube? by jollyreaper · · Score: 4, Funny

      For friction to be present, the object being inserted into the tube must be large enough to touch the sides. That must be your problem.

      THAT'S WHAT SHE SAID! -er, shit. *self pwn*

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
  2. Portal by CaptainPatent · · Score: 4, Funny

    Regardless it's a lot better than quantum teleportation.

    --
    Well, back to rejecting software patent applications.
    1. Re:Portal by Impy+the+Impiuos+Imp · · Score: 5, Informative

      Duke Nukem 3D's teleporters would teleport your weapon shots, too.

      I loved shooting the rocket launcher into it only to hear a buddy die on the other side of the map as the rocket appeared and continued on its way.

      I don't recall if you jumped into the teleporter if you'd exit and continue your jump arc, but there is precident for "movement in progress" teleportation.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Portal by ElizabethGreene · · Score: 4, Funny

      First thought: "Hey, if it can work within or near the event horizon of a black hole we could time travel!".

      Second thought: "Wound this violate one of the laws of thermodynamics?"

      Third thought: "I need a life."

    3. Re:Portal by pushing-robot · · Score: 4, Interesting

      That's not entirely correct, from a programming standpoint.

      In most old games, "physics" were limited to jumping (and, occasionally, explosions knocking players around). Rather than try to simulate ballistic trajectories for every object in the game, rockets and other projectiles were simply moved forward a certain distance for every "tick" of game time.

      So the transporter didn't preserve the rocket's momentum - it just put the rocket at a new location, and the game then resumed moving the rocket forward.

      --
      How can I believe you when you tell me what I don't want to hear?
    4. Re:Portal by SanityInAnarchy · · Score: 4, Interesting

      I don't recall if you jumped into the teleporter if you'd exit and continue your jump arc,

      To some extent, I'd guess. It wouldn't be perfect, but let me put it this way: Duke 3D was a two-and-a-half-D game, not a 3D game.

      This implies, among other things, that the engine didn't actually support rooms on top of one another -- that all had to be faked in some way.

      So how could you swim underwater? The simple answer is, the surface of the water was a silent teleporter -- it might even have to be marked "water" -- and the "underwater" was actually a completely different place in the map.

      Going upstairs was a different trick -- the fact that the game could handle two rooms, or "sectors", occupying the same space, so long as you couldn't see both at once. There was a lot of really creative level design involving staircases and the like to make it seem as though you had a two-story building, while never actually letting you see both stories at once.

      If you want to get a really good idea of what the Duke3D engine was, find one of the secret levels -- the one with a big room in the middle, and a hallway ringing around the outside (kind of a donut shape) -- don't remember what it was called. I do remember that you could turn right three times, and end up in a different room -- there were four separate rooms (or "sectors") set in the same physical space.

      --
      Don't thank God, thank a doctor!
  3. But... by i.r.id10t · · Score: 5, Funny

    But... can they telefrag?

    I just love the sound of 2 bodies trying to occupy the same space at the same time in the morning... or afternoon... or evening...

    --
    Don't blame me, I voted for Kodos
  4. Too verbose by Anonymous Coward · · Score: 5, Funny

    >>Physics are still hard at work inside the frictionless tube. Instead of simply repositioning an object from point A to point B, the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction."

    Should be "Speedy thing goes in; speedy thing comes out."

    1. Re:Too verbose by elrous0 · · Score: 5, Funny

      My ex-girlfriend used to use that exact phrase all the time.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  5. Ahoy, GlaDOS! by Stanistani · · Score: 4, Funny

    I want to see the nautical version, Porthole.

    1. Re:Ahoy, GlaDOS! by Darth_brooks · · Score: 4, Funny

      I'm waiting on the hot grits version, Portman

      --
      There are some people that if they don't know, you can't tell 'em.
    2. Re:Ahoy, GlaDOS! by Captain+Splendid · · Score: 4, Funny

      I'm waiting on the drunken lawyer version, Port

      -Rowley Birkin, QC

      --
      Linux, you magnificent bastard, I read the fucking manual!
    3. Re:Ahoy, GlaDOS! by Anonymous Coward · · Score: 5, Funny

      The grits are a lie :(

    4. Re:Ahoy, GlaDOS! by MobileTatsu-NJG · · Score: 4, Funny

      I'm waiting on the drunken lawyer version, Port

      I'm waiting for the Wii version, P.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  6. Damn! by khendron · · Score: 4, Insightful

    Reading that article makes me want to play Portal through again.

    --sigh-- at least it won't take long.

    --
    Life is like a web application. Sometime you need cookies just to get by.
  7. Next step? by Aranwe+Haldaloke · · Score: 4, Funny

    Porting Portal's portal code?

    1. Re:Next step? by saboola · · Score: 5, Funny

      I'm not a portal porter
      I'm a portal porter's son
      And i'm only porting portal
      Till the portal porter comes

  8. WTF by 4D6963 · · Score: 5, Insightful

    The difference between Portal and all those that came before it is that Portal's teleportation acts as a frictionless tube between point A and point B. Physics are still hard at work inside the frictionless tube. Instead of simply repositioning an object from point A to point B, the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction.

    Are you fucking kidding? What's not completely obvious about this algorithm that should be Slashdot-front page worthy? I mean, it's fucking mind blowingly obvious, of course it keeps the velocity and translates it, how else could it do what it does? I can understand why it would be relevant to do a coding tutorial on the subject, but that's about as newsworthy as a Bresenham line drawing algorithm tutorial. TFS looks just like a "hey let's talk about how some super popular game is super awesome and post about it on a high traffic website".

    --
    You just got troll'd!
    1. Re:WTF by kestasjk · · Score: 5, Funny

      It didn't answer the main question for me: How does the code which accelerates players downwards work?

      It must be using some kind of vector mathematics for mapping acceleration onto velocity, and velocity onto position, but I'll be damned if I can figure out how they expressed that in an algorithm.

      --
      // MD_Update(&m,buf,j);
  9. My big question by Zerth · · Score: 4, Interesting

    If you could put a portal on a fast falling object, when it lands on you while you are standing still would you have momentum at the other of the portal or would you just poke through since the portal has the initial momentum? (IE nonplayer movement being different than player movement)

    What would that say about your reference frame? Could you use that to distinguish which of two objects had "universal frame" movement? That'd be kinda neat, theoretically, but it'd be way more interesting to be able to put a portal on a crate hanging from a crane, then make the crate fall while standing under it to catapult yourself from a low position.

  10. Portal Physics 101 by xPsi · · Score: 5, Interesting

    In the game, GlaDOS says "momentum is conserved through the portal." Assuming our physical system is the character, momentum definitely is not conserved. Neither is energy. The description "the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction" is exactly correct: a textbook example of momentum non-conservation. However, what drives the exciting "flinging" effect, which makes Portal's teleportation so unique, isn't just momentum redirection. It's that you instantly obtain the potential energy of your exit location. This new potential energy can be converted back into kinetic energy, increasing your speed...mix in a little momentum redirection at the portals then wash, rinse, repeat. Although GlaDOS describes the game physics incorrectly, there is a game walkthrough where the programmers do describe it correctly. If you take any physics courses from me, you can expect to see some Portal questions on future quizzes :) Nice article overall.

    --
    i\hbar\dot{\psi}=\hat{H}\psi
    1. Re:Portal Physics 101 by daver00 · · Score: 4, Insightful

      So on a slightly off topic note, does that invalidate the theory of 'wormholes' for some hypothetical FTL space travel? Surely, were it possible to create a wormhole in spacetime, you could set up a perpetual motion machine that works exactly like you describe, thus violating the second law. A nice simple thought experiment, I like it.

  11. Re:It would have been more fun by xouumalperxe · · Score: 4, Funny

    multi-hundred pound canon

    Omnianism has loads of holy books, but I don't think even those collected amount to several hundred pounds.

  12. Re:M.C.Escher has good OLD examples of the concept by Chris+Burke · · Score: 4, Funny

    Speaking of, whens he gonna put a new album out?

    Are you talking about M.C. Escher who designed the crazy staircase house? Or David Bowie, who lives there?

    --

    The enemies of Democracy are
  13. Re:am i by FiloEleven · · Score: 4, Insightful

    When it was ugly, buggy, and short?

    Narbuncular Drop was a great student project showing off a new idea, and I'm glad it's still available to play with. Neglecting the gameplay polish, puzzle depth, and environmental detail improvements that went into Portal is, IMO, a gross error in judgment.

    You forgot to end with "get off my lawn" =)

  14. Grossly Oversimplified by p0tat03 · · Score: 5, Insightful

    Portal's physics go *way* beyond what the article implies.

    Article basically says: it's not a simple teleport, direction of movement and momentum are preserved.

    This is far too much of an oversimplification. Portal was probably a technically difficult game to code for - mostly due to collision physics. The problem is that something does not instantly teleport from one end of the portal to another. You can have an object on BOTH sides of the portal. This makes physics calculations very difficult, since you essentially have a single object of a small finite size, colliding with different objects across the room, affected differently by gravity, etc.

    If I get the right gist from the developer commentary in the game, their solution was the CLONE the two sides of the portal in a mini physics-only environment and run the simulation there.

    Definitely much more complex than the article.

  15. It's exactly the same. by DrYak · · Score: 4, Insightful

    So the transporter didn't preserve the rocket's momentum - it just put the rocket at a new location, and the game then resumed moving the rocket forward.

    From a engine coding point of view, i fail to see how there's any difference.

    In both cases, you have a vector attached to an object which describes how an object move :
    - you can call it "trajectory" for shots
    - you can call it "momentum" for portal
    but technically it's just plain stupid "speed" vector. As in "derivative of the position" (= how the position is updated between each turn).

    Eventually, if it's not a rocket, it will also obey to an acceleration (most of the time : gravity. But it can be buoyancy).

    In both situation, all you have to do for any object entering a teleport, is simply change the current coordinate of the object, and eventually perform a transformation on the speed vector if both teleport end point aren't facing the same direction.

    From a coding point of view portal doesn't introduce anything new for the physics that wasn't already done by any of all the multiple game that allow shooting through a portal or *jumping* through a teleport.

    The new thing are the rendering engine (not all engine can easily render see-through portals - due to the way the work, Duke 3D's and Descent [portal based] and Wolfenstein and Doom [raycasting] could do them, but Quake 1 & 2 [BSP polygons] can't)

    and the gameplay (before portal, teleporting thing other than the player was a fun by-product of how teleport work and can enable a couple of giggles. Portal in contrast has all its puzzle based around throwing object through portals)

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]