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Article #3869

Re: Quake, WOW!

#3869
From: tco... Travis Cobbs
Date: Fri, 25 Aug 1995 00:00
33 lines
2069 bytes
In article <41gri2$n...@news.acns.nwu.edu>,
Steven Gershenfeld <sger...@merle.acns.nwu.edu> wrote:
>In article <41d9ss$7...@its.hooked.net>,
>Michael Caouette <caou...@hooked.net> wrote:
>>In article <41acnk$d...@eldborg.rhi.hi.is>,
>>   hor...@rhi.hi.is (Hordur Kvaran) wrote:
>>>In <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven 
>>Gershenfeld) writes:
>>>
>>If DF was only 4 DOF, then why do you have to duck in some areas and jump over 
>>others?
>
>Dark Forces:
>movement in three directions (limited to jumping and crouching in z-axis):  3.
>turning around along z-axis: 1.
>
>I said "about 4" because you can also claim that looking up and down
>is another one, but some people have said that it is not so.
>
>So at least 4, and POSSIBLY 5, depending on how liberal you are with
>your definition.  Crouching and Jumping are incorporated into one DOF.

It's 4.  Looking up and down is not accomplished by rotation.  It is
accomplished by a clever hack, which gives the impression of looking up and
down.  All they do when you look up is start drawing at a greater angle, and
stop drawing at lesser angle.  It's difficult to explain, but you can tell
because when you look up as far as it will let you, everything becomes
distorted.  Also, no matter how high your head is pointed, the walls are always
vertical.  If it were rotating the head, then the wall at the bottom of the
screen would be closer than the wall at the top of the screen when you look up.

--Travis Cobbs
  (tco...@ganymede.csd.sgi.com)
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From: tco...@ganymede.csd.sgi.com (Travis Cobbs)
Subject: Re: Quake, WOW!
Date: 1995/08/25
Message-ID: <41jbqi$66g@fido.asd.sgi.com>
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