clan ruthervain and I have discussed this a little, but not in great detail. Ironically enough, I was just thinking about it a few minutes before I checked this thread.
I would like to first say that we are paying an awful lot of attention to detail and trying to incorporate as much detail as possible. A couple of the things we have to keep in mind are: How well the engine will support the detail (on low end machines), how many fps is lost due to the detail, is the detail practical, and is it necessary.
My thoughts on the matter at hand (and you should note that clan ruthervain might have different ideas or plans and he has the final say, so wait for him to reply before you pass judgement), is that, after the portal is open the following things happend:
1) You step up to the protal and you use the activate key. When you use the activate key, it makes your arm reach forward (as if to activate), passing through the portal (if close enough).
2) You are then teleported to another sector dedicated to the transportation between gates. You start at one end and we use animated mats a 3do's to stimulate the same things you see in the show. When you get to the end you are teleported to the destination sector (whether it's the heading out trip or return trip).
3) You appear on the other side.
I'm not certain we can make it so that you actually go through the portal before it teleports you, but I'll definitly research it more to be certain.
While I'm here, I would like to poll for anyone who has a video card with less then 32MB of memory. With one of the texturing methods we're considering for the terrain, it'll put a strain on the video memory.
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Try not, do; or do not.
[This message has been edited by Friend14 (edited September 13, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED