I assume you guys are talking about head tracking for that cool 3D effect like (jump to about 2:30) :
http://www.youtube.com/watch?v=Jd3-eiid-Uw I was pretty intrigued by that whole thing. I'm curious though - doesn't it require making a skewed frustum? I wouldn't have guessed the engine allowed that much control over the rendering. I hope it works well for you. Good luck! > Date: Sun, 14 Jun 2009 09:44:51 -0400 > From: [email protected] > To: [email protected] > Subject: Re: [hlcoders] Implementing head tracking > > To answer your specific questions: > > 1) We didn't find a place to just drop in our tracking device and have > it called every frame. We had to modify quite a few methods in > in_main.cpp to tell the engine to either use our tracker (if enabled) > or fall back to the mouse. Not a lot of code per se, just lots of > modification to exiting conditional statements. > > 2) When you position the player, you are moving the feet of the > player's model. You will have to figure out the transformation from > the feet to the eyes (based on the model's eye height) to figure out > how to put the "camera" where the tracker is. Also, changing the > player's orientation doesn't change the view orientation. We found > that we had to change the player's orientation (angles) as well as the > engine's **ViewAngles** to get the behavior we need. > > Steve > > > > On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eick<[email protected]> wrote: > > Hi there! > > > > For an experiment we are trying to implement headtracking. I'm a bit > > lost in the source right now. I read the tutorial about implementing a > > 3rd person view. > > This intent raises some questions. > > > > 1) the new "input device" (the tracking system) - is there a method > > which gets called every frame in which we could fetch the data of the > > tracking device? > > > > 2) where is the difference in "changing the position of the camera" and > > "changing the position of the player"? > > > > I hope you guys get what I'm trying to express ;) > > > > Greets > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

