Thread View: alt.games.doom
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Started by jlpi... Craig Becker
Fri, 07 Jan 1994 20:46
DOOM/VR
Author: jlpi... Craig Becker
Date: Fri, 07 Jan 1994 20:46
Date: Fri, 07 Jan 1994 20:46
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Just musing...from a programmer's perspective, I wonder how difficult it would be to modify the DOOM code to support VR goggles and a power- glove... Craig -- -- Craig Becker, Object Technology Products (512) 838-8068 Austin, TX USA -- -- Internet: (work) jlpi...@austin.ibm.com (home) jlpi...@wixer.bga.com -- -- IBM TR: jlpi...@woofer.austin.ibm.com IBM VNET: JLPICARD at AUSVM1 -- -- it's okay it goes this way the line it twists it twists away --
Re: DOOM/VR
Author: dwat... Dana Watanabe
Date: Sat, 08 Jan 1994 00:36
Date: Sat, 08 Jan 1994 00:36
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In article <CJA1p...@austin.ibm.com>, Craig Becker <jlpi...@austin.ibm.com> wrote: > >Just musing...from a programmer's perspective, I wonder how difficult >it would be to modify the DOOM code to support VR goggles and a power- >glove... you're trying to kill someone arent you? you think if you started playing doom with goggles and a glove that you wouldnt also start to feel those shots when you get hit? itd happen i tell ya -- If we were still going barefoot the world would be a much softer place. , IravethereforeIam Prod. dana watanabe
Re: DOOM/VR
Author: tjg... Zelpheriarderizan Xaviera
Date: Sat, 08 Jan 1994 02:48
Date: Sat, 08 Jan 1994 02:48
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In article <CJA1p...@austin.ibm.com>, jlpi...@austin.ibm.com (Craig Becker) writes: > >Just musing...from a programmer's perspective, I wonder how difficult >it would be to modify the DOOM code to support VR goggles and a power- >glove... > >Craig >-- >-- Craig Becker, Object Technology Products (512) 838-8068 Austin, TX USA -- >-- Internet: (work) jlpi...@austin.ibm.com (home) jlpi...@wixer.bga.com -- >-- IBM TR: jlpi...@woofer.austin.ibm.com IBM VNET: JLPICARD at AUSVM1 -- >-- it's okay it goes this way the line it twists it twists away -- Well, I don't think it would be THAT difficult. All you have to do is port the codes to the machine that is running the VR (and it must be a good damn fast machine, not that Amiga 2000 they use for Virtuality). Also, for motions, it would not be so bad to convert the if head move left to turn left and right, but it would be quite a chore looking up and down and in 3-d (body movement), since the program doesn't promote that feature. If you work at it for like 2-3 months with the 5 people crew like ID, you could pull it off (porting, etc.) -Zelpheri *** This SIG is currently under construction. Coming features: More dumb quotes! Neat Elaboration of my alias! [This Space For Rent!]
Re: DOOM/VR
Author: McEWAN Shane
Date: Sun, 09 Jan 1994 06:03
Date: Sun, 09 Jan 1994 06:03
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Craig Becker (jlpi...@austin.ibm.com) theorised:
>Just musing...from a programmer's perspective, I wonder how difficult
>it would be to modify the DOOM code to support VR goggles and a power-
>glove...
I'd be happy if liquid crystal shutter glasses were supported. You wouldn't
get immersion but you would get the 3D effect. It would halve the frame rate,
though.
Perhaps support for the Sega VR Goggles will be added once they come onto
the market.
--
"Life is like a joss-stick........it stinks and then it's over."
- "Red Dwarf: Better Than Life"
Re: DOOM/VR
Author: wei... Jason Weiler
Date: Sun, 09 Jan 1994 23:24
Date: Sun, 09 Jan 1994 23:24
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McEWAN Shane (spm@atmos) wrote: : Craig Becker (jlpi...@austin.ibm.com) theorised: : >Just musing...from a programmer's perspective, I wonder how difficult : >it would be to modify the DOOM code to support VR goggles and a power- : >glove... : I'd be happy if liquid crystal shutter glasses were supported. You wouldn't : get immersion but you would get the 3D effect. It would halve the frame rate, : though. Shutter glasses would be nice, but I think the stereo-scopic 3D effect caused by the shutter glasses would cause the 3D illusion in Doom to break up. One major thing is that objects in the game are only Hollywood store-fronts. I think most everyone knows what I mean - Kill something (the big floating eyes work well) and stand fairly close to it. Now stand in place and rotate. The bit-map of the dead thing rotates with you. This is subtle in the game unless you stop and look around, but the LCD shutter-glasses would make it look as though you were strolling past 2D fronts. The frame-rate would halve and then some. The game engine would think you were constantly moving. A petty detail, but worthy of note. Another thing to note is the phosphor in your monitor. the phosphor can't extinguish itself fast enough to keep up with the application. This causes a small bit of ghosting around the edges of objects with a high contrast compared with it's background. I think this would get annoying during intense game-play. : Perhaps support for the Sega VR Goggles will be added once they come onto : the market. Perhaps. Someone will no doubt hack an interface or the PC...Or at least I hope. :) : -- : "Life is like a joss-stick........it stinks and then it's over." : - "Red Dwarf: Better Than Life" Just a few thoughts. I'd like to hear any other opinions. -Jason Weiler <wei...@rpi.edu>
Re: DOOM/VR
Author: jo... Joseph W. Vigneau
Date: Mon, 10 Jan 1994 04:47
Date: Mon, 10 Jan 1994 04:47
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In article <CJA1p...@austin.ibm.com>, Craig Becker <jlpi...@austin.ibm.com> wrote: > >Just musing...from a programmer's perspective, I wonder how difficult >it would be to modify the DOOM code to support VR goggles and a power- >glove... My roommate and I were discussing this during the Wolf3d days... Doesn't seem too difficult, with two slightly different views for each eye, and some sort of motion/gravity switch mecanism for the headgear... The glove would be harder to implement becaue in the game, the gun never moves from straight ahead... If the game could let you look up and down, it would even be cooler... That and Stereo SoundBlaster support into headphones in the goggles would complete the effect... -- jo...@wpi.edu - WPI Computer Science |Linux 0.99.14f:Free 32 bit OS for the i386
Re: DOOM/VR
Author: dow...
Date: Tue, 11 Jan 1994 19:52
Date: Tue, 11 Jan 1994 19:52
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I've seen a VR port of Wolfenstein 3d.. I was in CompUSA and they had a magazine called VR or something similar, and I believe there was an ad in there for a game (arcade) with a the Title screen from Wolf 3d that said Wolf VR instead.. Seems highly probable and not that hard to do. `Brian
Re: DOOM/VR
Author: peg... Patrick Gray
Date: Tue, 11 Jan 1994 22:20
Date: Tue, 11 Jan 1994 22:20
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In article <1994Jan11.1...@mercury.ncat.edu>, dow...@mercury.ncat.edu writes: >I've seen a VR port of Wolfenstein 3d.. I was in CompUSA and they had a >magazine called VR or something similar, and I believe there was an ad >in there for a game (arcade) with a the Title screen from Wolf 3d that >said Wolf VR instead.. Seems highly probable and not that hard to do. > >`Brian these pictures were also in an issue of EGM a while back. They showed two people in sit-down VR setups, and they showed the picture of the title screen mentioned above.
Re: DOOM/VR
Author: pro... Clint Sulis
Date: Wed, 19 Jan 1994 08:53
Date: Wed, 19 Jan 1994 08:53
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In a previous article, spm@atmos (McEWAN Shane) says: >I'd be happy if liquid crystal shutter glasses were supported. You wouldn't >get immersion but you would get the 3D effect. It would halve the frame rate, >though. >Perhaps support for the Sega VR Goggles will be added once they come onto >the market. I want to apologize for not knowing the name right off the top of my head, but I figured a reply with impartial information would be better than no reply at all. I work at a Software Distributor located in central Illinois, we also deal with SEGA and SUPER NINTENDO quite a bit... I thought you would be interested in knowing that we have been shipping out a decent number of VR goggles designed for SUPER NINTENDO. They look fairly compact and oh-so-very stylish! I'll try to remember to get a little more info on them. Although the guys who are doing the programming probably already own several pairs, perhaps they will find this information usefull as well. Hasta! -- Virtual Insanity BBS @ 217-384-2050 : 1:233/6@fidonet : Graphics/Sound/Games
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