Invalid characterset or character set not supported Semi-technical Tumble-supplemental.





Semi-technical Tumble-supplemental.
May 27, 2011


So I keep telling people that Tumble and the move-controller are brilliant. I start it up on the title-screen, and I turn my wrist without moving the bulb very far, and the pointer dutifully floats down in the far left corner. And people say: What's so special about that? That's what you expect, isn't it. And I say: Exactly!

What happens here, apart from my nerd-high, is that when you have the bulb in front of the camera, it can't actually guess which direction you're pointing the bulb. So even if you expect that the cursor should start to move if you point down towards the end of the screen - on the axis-reference, the bulb has only moved a small distance. So in the toolkit for the move-controller, the gyros and the occlusion indicates that you've moved the controller at an angle, so now the relative position of the cursor changes.

This means that instead of having to move the bulb around the camera-view in a box, you can treat the pointer as if you were actually pointing at the flat screen. This seems like a long trip over the river to get water, but when you start to treat the screen as a 3d box, this becomes very useful. It means that you can collapse distance, and allow you to travel into the screen at relative perspectives. Not the physical perspective, but the one you actually have in your viewport on the screen. In other words, you get to move around in the virtual perspective with less movement than the controller should need.

For example, you want to move a block behind the tower in the middle of the view-port. If the move bulb followed the perspective in the box, you would probably have to go through the screen to reach it. But because the dimensions in the view-port are longer, you can comfortably reach all the way into the screen with a small movement.

It seems likely that this is going to be used in 3d games more intricately eventually - imagine having the camera change direction depending on which direction you are pointing the controller, rather than that you hit the edge of the screen to make it turn left and right.

Interesting, isn't it. :p

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fleinn fleinn - August 14, 2011 (08:14 AM)
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