I realize this idea is farfetched and would have little application in games, but will we ever have mirrors? Has brought this idea up before?
I always wanted to create a mirror haunted house.
I canât imagine it being super difficult on the rendering side. Lock another viewport to a 3D object in the game. Then just lower the resolution a bit to keep performance on, and only render that viewport when it is visible on the clientâs screen.
But I really have no idea what the architecture of ROBLOXâs rendering side looks like, so I guess Iâm really not authorized to make such a statement overall.
If we had a camera frame on a surfacegui itâd effectively make a mirror wouldnât it?
But I wonder if theyâll ever make reflectance property good enough to actually be a mirror.
[quote] I realize this idea is farfetched and would have little application in games, but will we ever have mirrors? Has brought this idea up before?
I always wanted to create a mirror haunted house. [/quote]
<img src=âhttp://img3.wikia.nocookie.net/__cb20131206213403/pokemon/images/c/c9/Keithâs_Farfetchâd.jpgâ>
Thatâs one Farfetchâd idea.
But yeah, render-to-target (I think thatâs their name) objects would be nice. ROBLOX just has to sort out their dependence on one camera.
I remember there was a guy working on it but I think it was Erik (R.I.P)
If you have a set list of entities/similar which can be reflected, you can use some fancy code involving CFrames to achieve a cheap effect:
local entity = game.Players.LocalPlayer.Character
local fakeEntity = entity:Clone() -- assuming archivable in the case of Character :)
local mirror = workspace.Mirror
game:GetService("RunService").RenderStepped:connect(function()
local offset = mirror.CFrame:toObjectSpace(entity.HumanoidRootPart.CFrame * CFrame.Angles(0, -math.pi, 0))
fakeEntity.HumanoidRootPart.CFrame = mirror.CFrame:toWorldSpace(offset)
end)
That might be wrong in some parts, I didnât actually test it.
Iâve been wanting camera frames for mad long. You could do this, kinda, and so much more. Security cameras, rearview mirrors, televisions. All the things.
The only issue for the mirror application is that the image would need to be reversed.
It may be closer than you think.
If you remember in the bloxcast last year there was new water for the terrain which had part reflections and refraction with the color and material, so if water can do that I imagine it wouldnât be that different for objects.
I am interested in creating actual mirrors in Roblox. Itâs fairly easy to create a âmirrorâ by simply cloning the contents of a room and reflecting them on the other side of a transparent wall. This means that you will have one room where you can enter, but unfortunately with another inaccessible area behind the mirror for containing the reflected room furniture.
What I want is to create a mirror that works even if thereâs meant to be another accessible room behind the mirror by simulating non-euclidean geometry. Who would actually be interested in something like this?
[quote] I am interested in creating actual mirrors in Roblox. Itâs fairly easy to create a âmirrorâ by simply cloning the contents of a room and reflecting them on the other side of a transparent wall. This means that you will have one room where you can enter, but unfortunately with another inaccessible area behind the mirror for containing the reflected room furniture.
What I want is to create a mirror that works even if thereâs meant to be another accessible room behind the mirror by simulating non-euclidean geometry. Who would actually be interested in something like this? [/quote]
Non-euclidean geometry has already been made on ROBLOX; http://www.roblox.com/The-Impossible-Room-Uncopylocked-place?id=134736206
Itâs open-source so you can see how itâs done. All you need to do is implement the mirroring part.
In fact, itâs different. Horizontal water can use the existing framebuffer to render reflections and refractions, without introducing additional render targets or portals.
In fact, itâs different. Horizontal water can use the existing framebuffer to render reflections and refractions, without introducing additional render targets or portals.[/quote]
IMO it should though. Reflections completely disappearing once you begin to look down towards the water doesnât look very good, it always bugs me when games use that system for their reflections.
Speaking of mirrors, anyone remember that awesome looking futuristic image on mobile during a hack week session in 2012? It was shown in this blog post.
It would be awesome if they actually made mirroring images like the ones depicted in this image one day.