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'''Mikoportal''' is the name given to a set up in which a floor, at the lowest height possible in the vanilla Doom engine, is connected to its ceiling, which is itself at the highest height possible, through {{wp|arithmetic underflow}}. If the player's avatar (or a [[voodoo doll]]) falls towards such a floor, its vertical position will underflow to reach the top, allowing to generate an endless fall. While a player character does not touch the floor, the engine does not apply [[friction]], therefore momentum is preserved until reaching a wall or landing on a floor at a higher than minimum height. | '''Mikoportal''' is the name given to a set up in which a floor, at the lowest height possible in the vanilla Doom engine, is connected to its ceiling, which is itself at the highest height possible, through {{wp|arithmetic underflow}}. If the player's avatar (or a [[voodoo doll]]) falls towards such a floor, its vertical position will underflow to reach the top, allowing to generate an endless fall. While a player character does not touch the floor, the engine does not apply [[friction]], therefore momentum is preserved until reaching a wall or landing on a floor at a higher than minimum height. | ||
− | + | The name comes from [[Mikolah]], who was the first person to have the idea of exploiting this phenomenon to achieve special effects not normally possible in the engine, notably [[vanilla conveyor]]s. It originated in a [[Doomworld]] Forums thread titled "Did you know if you fall onto a floor at -32768 units it turns into a portal"<ref>{{Dwforums|id=103009}}</ref> by [[Andrew Stine (Linguica)]]. | |
Mikoportals are made possible by the implementation of actor coordinates in Doom being expressed as 16.16 [[fixed point]] numbers, represented internally as 32-bit integers. The effect is therefore absolutely incompatible with any port that uses floating point coordinates, or moved to 64-bit integers to represent fixed point. If needed, the effect can be emulated or replaced easily with advanced modding features. | Mikoportals are made possible by the implementation of actor coordinates in Doom being expressed as 16.16 [[fixed point]] numbers, represented internally as 32-bit integers. The effect is therefore absolutely incompatible with any port that uses floating point coordinates, or moved to 64-bit integers to represent fixed point. If needed, the effect can be emulated or replaced easily with advanced modding features. | ||
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==References== | ==References== |