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9 total messages Started by jlpi... Craig Becker Fri, 07 Jan 1994 20:46
DOOM/VR
#650
Author: jlpi... Craig Becker
Date: Fri, 07 Jan 1994 20:46
11 lines
1058 bytes
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
#651
Author: dwat... Dana Watanabe
Date: Sat, 08 Jan 1994 00:36
17 lines
1103 bytes
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
#652
Author: tjg... Zelpheriarderizan Xaviera
Date: Sat, 08 Jan 1994 02:48
32 lines
1949 bytes
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

***
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Re: DOOM/VR
#654
Author: McEWAN Shane
Date: Sun, 09 Jan 1994 06:03
16 lines
1208 bytes
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
#655
Author: wei... Jason Weiler
Date: Sun, 09 Jan 1994 23:24
42 lines
2514 bytes
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
#656
Author: jo... Joseph W. Vigneau
Date: Mon, 10 Jan 1994 04:47
18 lines
1348 bytes
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
#657
Author: dow...
Date: Tue, 11 Jan 1994 19:52
6 lines
835 bytes
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
#658
Author: peg... Patrick Gray
Date: Tue, 11 Jan 1994 22:20
11 lines
1272 bytes
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
#659
Author: pro... Clint Sulis
Date: Wed, 19 Jan 1994 08:53
26 lines
1774 bytes
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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