Excuse me for butting in - I know this is directed at Mark - just wanted to add: For indoor levels this has already been done by David Bird (Birdie) in Quill3d - making full use of the hierarchial nature of the .b3d file format to hide/show different parts of the level and their static meshes at run time. Portalling has to be incorporated into the level building stage. To talk about portalling you need to discuss level/map builders - real-time portalling is not feasible. For outdoor levels this still remains a challenge however with the continuing advance in cpu/gpu processing power I see this becoming less of a problem in the future.
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