# godot-lportal Portal rendering module for Godot 3.2\ Work in progress, not yet released Video of initial testing: https://www.youtube.com/watch?v=xF_3Fe2HRdk https://www.youtube.com/watch?v=NmlWkkhGoJA _Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._ ## Current status The system is mostly working. I am now testing / polishing the interface and adding a few features. I will make a first release before implementing PVS as PVS is an optional feature. ## Roadmap * Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE * Auto creation of mirror portals DONE * Recursive determine visibility DONE * Prevent memory allocations (use pools for plane vectors) DONE * Add support for objects moving between rooms - cameras, players, physics etc - DONE * Refactor code, moving LRooms and LPortals outside scene graph DONE * Cleanup code, Optimize DONE * Handle special cases (multiple portals views into room etc) DONE * Bug fixing / testing ONGOING * Optimize non-moving statics DONE * Closable portals * PVS (primary and secondary) * Investigate multiple passes (shadows, lights) ## Instructions See INSTRUCTIONS.md ## Installation You will need to compile Godot from source (for now). See: http://docs.godotengine.org/en/3.0/development/compiling/index.html Once the engine is compiling okay on your system, to add the module: * Create a folder inside godot/modules called 'lportal' * Clone / download this repository as a zip file and place the files in the lportal folder * Compile the engine as normal, it should automatically pick up the lportal module * Note that to export to other platforms you will also have to compile export templates for those platforms You will know the installation was successful when you see a new Node type 'LRoomManager' in the Godot IDE.