Descent can't do that.
There's nothing particularly novel about Portal (the game) style portals in rendering. Racing simulators did the exact same thing for rear view mirrors for decades prior. It's just another transform in the scene graph clipped to a subscreen area.
Narbacular Drop is like, literally the first 3D game ever released that allowed dynamic creation of portals at runtime.
Dynamic portals are literally the topic of this specific thread of comments. Here's the bit I originally replied to:
> [Prey] had portals before Portal.
Then you showed up conflating dynamic portals with compile-time map rendering, and now you're saying that dynamic portals, the very subject of this discussion, aren't worth talking about, because static portals, the preceding tech, existed earlier, even though dynamic portals clearly introduce fundamental design space as popularized by the critically-acclaimed game Portal.
The word "render" appears in your reply to my first comment six times, which is a lot in a discussion that is not at all about rendering.
Please correct any misunderstanding here on my part.