The Poor Man's 3D Camera
etodd.io
etodd.io
"The point is, most of these ideas are simple and obvious in hindsight, but I had to make a lot of mistakes to find them. It's nearly impossible to coalesce good design decisions straight from the ether. The only reliable method is iteration and trial and error."
Mark Rosewater, lead designer for Magic: The Gathering, likes to talk about how he looks for designers with experience doing things other than designing games because they can bring new perspectives and approaches that can help redefine their game design problems in new ways. I completely agree, and again feel like that same lesson can be applied in reverse—hire great game designers to work on your UX, assuming you can pull them away from their game designing long enough! It'll be good for them and good for you.
Update: I just came across http://grangerhub.com/ . It looks like they're making progress!
Thanks for sharing.
He told me that around 2 hours.
I guess that this is only true once you have a lot of practice and clearly knows what you are doing. When I write (not often) it can take a whole lot more to finish something like that.
I'm curious now as to how long it took by the author to complete the article especially to recover images and GIFs from old/previous stuff.
I wish there would be a site which collects such detailed technical writeups. There is just so much good stuff out there which is impossible to find again through Google.
I wish these problems could be solved with welding :)
That's why old school stereo cameras had their lenses much further apart and that's why they fired synchronously.
Of course, in my mind, I was thinking of cheap webcams strapped to wood.
The camera placement and black shading work seems excessive - I think it could be simplified by having the camera behave as a physical object that must obey collision rules in the game world.
So desired camera lcoation is displacement XYZ relative to the player, but the displacement is reduced by collisions as needed until at the player's location, yielding a first-person view if the player is right next to a wall.
Then the only blocking surfaces would be the player avatar itself, which could be rendered transparent as needed.