fuck this spam coder shitttttttttt get me off of it! ASAP!! > Date: Sun, 14 Jun 2009 15:58:18 +0100 > From: [email protected] > To: [email protected] > Subject: Re: [hlcoders] Implementing head tracking > > Woah! Why do people buy TrackIR if it's that simple? > garry > > On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery < > [email protected]> wrote: > > > http://www.youtube.com/watch?v=qWkpdtFZoBE > > The code is on his site. > > > > 2009/6/14 Brent Lewis <[email protected]>: > > > > > > 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 > > > > > > > > > > _______________________________________________ > > 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 >
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