> The method i am trying to implement seperates the arms/weapon
> of the player from the head in a manner that allows for more realistic
> aiming.

I cannot see how this is more realistic: In reality, in order for a
user of a weapon to maintain their view down the iron sights of a gun,
they would have to move their gun with their perspective. In other
words, the gun and the user's perspective movement has to be relative
and proportional to each other, thus so do the arms, otherwise he/she
would loose his/her aim.

Such aiming system might be prefered by some, but I do not believe it
is more realistic, unless you can convince me otherwise, or I am
misunderstanding something.

On 30/01/06, Dylan Wreggelsworth <[EMAIL PROTECTED]> wrote:
> Has anyone succeeded at vectorized aiming?
>
> Most games have the head, camera, crosshairs all fixed aiming at one
> vector. The method i am trying to implement seperates the arms/weapon
> of the player from the head in a manner that allows for more realistic
> aiming. IE: Imagine two cones, the smaller innermost cone is the
> degrees of movement allowed for the gun and arms to travel in a free
> floating way without impacting the player orientation, when the gun
> hits the edges of this cone the head and torso/player pivot in that
> direction (like a regular aiming system).
>
>  I am currently in the process of working through the logic involved,
> but if anyone has had any luck and is willing to compare notes, it
> would be greatly appreciated. :)
>
>  Thanks for a great list people!
>
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