In the developer's commentary, they say with pride that the entire Aperture Science Laboratory is, while fictional, physically accurate.
What they mean is, they never create impossible spaces, have a room bigger on the inside than it is on the outside, or have one door open to a room on the other side of the building.
Given that the plot device that justifies the game is a portal machine, this is a surprise: you'd expect that if you "looked under the hood," you'd see they liberally take shortcuts and had pieced the whole game together with improvised programming techniques.
But no, the entire building, every room, could be reconstructed in a model with nothing clipping into anything else... except for one instance. They challenge you to find it.
I believe the "impossible space" room is 15/19, after Wheatley gives you the short liquid-asbestos funnel ride, the testing chamber immediately thereafter. You drop down into a little box with a doorway, and on the other side is a room so large that yea, you'd have seen the walls from the other side. So there you go, that's my guess of the one time Valve had to fudge the spaces in the game to make it all work.
What they mean is, they never create impossible spaces, have a room bigger on the inside than it is on the outside, or have one door open to a room on the other side of the building.
Given that the plot device that justifies the game is a portal machine, this is a surprise: you'd expect that if you "looked under the hood," you'd see they liberally take shortcuts and had pieced the whole game together with improvised programming techniques.
But no, the entire building, every room, could be reconstructed in a model with nothing clipping into anything else... except for one instance. They challenge you to find it.
I believe the "impossible space" room is 15/19, after Wheatley gives you the short liquid-asbestos funnel ride, the testing chamber immediately thereafter. You drop down into a little box with a doorway, and on the other side is a room so large that yea, you'd have seen the walls from the other side. So there you go, that's my guess of the one time Valve had to fudge the spaces in the game to make it all work.