Antichamber techniques


I’m here looking for some tips and techniques on the Antichamber game.
If you’re not familiar with it I have to clips to demonstrate.
It’s a puzzle/exploration game and a total mindf*ck.

I’m absolutely baffled by how they managed to create this in a 3d world even though everything is possible in 3d :slight_smile:
My question is. How do I achieve the things they do in the clips.

For example: I’m in room A. Through a “window” or “door” I can see room B. When I stand against the window it changes into room B and I now see room A through the other side of the window.

Also, how would I recreate the following scenario:

Four sides of a cube all with different contents and one side is a hallway to another room.

I hope people can atleast point me in the right direction,

Thanks in advance,

Look for

  • portal
  • VideoTexture

Thanks for the reply, but I’m very certain they didn’t use VideoTexture.

And when I search for “portal” I still don’t know what to look for.

Hope you can help some more,

It does not matter if they use videotexture. You can use it.
And “portal” will help you to jump from one scene into another like this:

I found your seamless transition thread, but is there any way you can give me the .blend or code?


Can you provide a link for that thread? I am interested too :smiley:

I’ve been wondering how to do this ever since I had ideas for a horror game.

In the Source engine, I know you can use near and look-at triggers to force a player to be both in a location and looking at something before something happens (like altering the geometry of the map). For example, you look at a painting on a wall in a room, and when you turn around, the hallway that led to the room has changed (maybe it got shorter and all the doors that were there are gone except for one).

I haven’t used the UDK for a while, but I’d love to see how to get this to work in the Unreal Engine.

Love Antichamber btw. Haven’t played it yet, but I love the concept.