[MUD-Dev] The Lessons of Lucasfilm's Habitat

Jeff Kesselman jeffk at tenetwork.com
Thu Jun 5 22:23:22 CEST 1997


At 07:49 PM 6/5/97 PST8PDT, JC lawrence wrote:
>In <3.0.32.19970604223327.00a05808 at mail.tenetwork.com>, on 06/05/97 
>   at 08:10 AM, Jeff Kesselman <jeffk at tenetwork.com> said:
>
>>At 08:24 PM 6/4/97 PST8PDT, JC Lawrence wrote:
>
>>>I've been thinking of attempting a
>>>three-feet-back-of-the-character's-head view with a 270 degree
>>>fish-eye presentation.  
>
>>Yeah I forgot to mention that. Its what I call "over the shoulder"
>>(can you tell I spent some time in a TV studio?)
>
>Dr Cat as I recall calls it the "chase camera" view.

Thats a sim-game term, coming from sports like quto racing where you
actually have a chase-car with a camera in it. Another valid term to steal.
>
>That's why I'd go for the 270 degree, or even 330 degree spherical
>view.  Knocking it down from the full 360 degree view gives a blind
>spot (useful for sneaks) and avoids the disorientation problems of a
>360 degree view with objects appearing and dissappearing between the
>back edges.

Interesting, won't you get speherical warping? or are you saying by moving
the camera back?

JK




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