No pic today, just a short, but pretty important addition: I've gotten all the camera variables controllable by the user (aperture, eye separation, etc.), as well as corrected the camera alignment. The cameras are perfectly parallel, and I've implemented the frustum-clipping needed to get the overlap.
The game itself will gear more towards a funhouse mentality, a player's avatar trying to make sense of the environment. Anaglyphic 3D is a very overt optical illusion, made using a fairly simple process. In other words, you know that your eyes are getting tricked...this has some common ground with various "mystery spots", and other optical illusory spaces.
The game will, in short, be a maze. Navigation will be difficult, as the shape of it will constantly change, taking advantage of the silhouettes, occlusion, as well as changing the view angle and stereo-3D-ness. Imagine a maze, for instance, where you can only detect obstacles with the stereographic depth cue. Turn off the 3D (or make the display monocular) and the vista falls back into a series of 2D shapes. I suppose an analogy would be being thrown into a "magic eye" maze, where all you can do is see visual noise unless you concentrate long enough for the walls to "pop out". Hey, at least here you have cool, new-wave shades.
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