[MUD-Dev] The MLI Project
Ling
K.L.Lo-94 at student.lboro.ac.uk
Mon Feb 16 07:15:07 CET 1998
On Sun, 15 Feb 1998 coder at ibm.net wrote:
> On 30/01/98 at 09:17 AM, Vadim Tkachenko <vadimt at 4cs.com> said:
>
> >http://www.parc.xerox.com/istl/projects/MagicLenses/default.html
>
> It demonstrates the root of an idea I've long thought fascinating for a
> graphical MUD:
>
> 1) implement depth of field ala photography.
>
> 2) implement fuzzy peripheral vision as a performance optimisation and
> "reality" tweak".
>
> #2 is the simplest to implement (sorta) -- everything away from the center
> of the screen (and thus the center of attention) becomes increasingly
> fuzzy (LOD, polygon count, etc).
Call me a freak but I find I detect motion better off centre. If I want
to act like a robot and 'trigger' on some movement/colour change, I stare
off centre to the target. This staring into nothing in particular, apart
from less eyestrain, let's me switch off and flinch. Okay, I admit it,
I'm Robbie the Robot. I suppose one way to possibly emulate this is to
bleed the colour from anything off centre.
There's a certain je ne sais pas missing from 3D shooters. As 3D
shooters do not blur any of the screen, changes of single pixels
stick out like a neon light; the twitch technique works so well coz of
this. Fuzzing objects in the distance would add so much more. It'll then
be a case of "You can't make out the details not because you don't have
the CPU cycles or you don't have a high enuff resolution, your character
is short sighted."
In any case, take a look at the game Dungeon Keeper and take control of a
beetle. You end up viewing the world with a goldfish lense. Different
creatures have different vision. It's quite cool until you start to think
you really are a beetle.
> #1 could be an interface nightmare, especially in the control of focus
> depth. look at something near by (click or command) and everything else
> becomes a blur, look at something very distant, and everything close
> becomes a blur. Do default focus on infinity, and most everything is
> slightly blurred.
I wanted something like this for a gui. The active window in focus is
precisely that, all the other windows look blurred. Not practical but so
what? :)
Both the above devices would work quite well to focus player attention, if
that's what you want. Blurring seems too CPU intensive anyway.
Especially 3D blurring - render the same scene again and again from
viewpoints up to r radius away picked by gaussian distribution. Just
another of those ideas which go in the "Ah, that'll be sweet but - "
folder.
[CPU intensive? Hey, just aim to release your client in 5 years' time
when there's even more MIPS ;)]
| Ling Lo of Remora (Top Banana)
_O_O_ Elec Eng Dept, Loughborough University, UK. kllo at iee.org
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