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Since there’s been such a huge influx of people, I figured I should make an intro post. Hey! I’m Aaron, a programmer at @doublefine.com, where I work on engine modifications, cameras, graphics, and whatever else needs to get done. Here’s a video showing the portals that I made for Psychonauts 2.

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My graphic programmer brain forced me to spend far too long moving the camera and Raz back and forth through the clipping plane trying to see the magic. The consistency in light and colour from one side to the other was so so good. I think the only tell was a tiny hint in the antialiasing (guessing)

Anti-aliasing /should/ have been consistent when transitioning through the portal (though it's possible there's something I missed). The most likely issue you'd encounter is the blending breaking down at glancing angles. More info in this video at 11:25 (AA) and 19:56 (blending).

Aaron Jacobs@aaronmjacobs.com

(Also, if you’re curious about how the portals work, check out this video youtu.be/w-Z1Fx0LvDc?...)

Thanks for sharing, I'd not seen this video before, it's great. And yes, AA was a guess, based on some assumptions from previous experiences (ages ago) with stencil buffer nonsense. I had to stop doing pure graphics coding in the end. I couldn't keep up with the pace of bleeding edge developments

Oh, wow! Cool to see such people here :D May I ask what difficulties you faced when you were porting to MacOS? As many people don't port anything I was wondering what serious devs as you are have to deal with to deliver games to fellow apple users

Unfortunately I don’t know too many details about the Mac port (that was handled by ClutchPlay Games, who are fantastic by the way). I know there were definitely a few rendering issues and misc. platform / gameplay bugs that had to be dealt with, though.