February 26, 2004

Planet Anaglyph or: Drawing and Quaternioning

ana022404a.gif


Slight update from what people saw in class on Tuesday. Finally figured out why it wasn't doing proper perspective on each camera (turns out I was just resetting the views too soon).

For those watching solely via blog, I finally got the local/global coordinates working the way I wanted (thanks to a lot of copying and pasting of various NeHe tutorials...my life is a lie...). Next step will be a proper handling of some sort of antagonist. This will mean having a similar coordinate system to the planet, affected by but ultimately separate from the planet's rotation.

Everyone liked this "on the surface" view more than the "entire planet at a distance" view...I'm inclined to agree, although this will take the specifics of the game in a new direction.

Here's a good demonstration of the subtle powers of stereographic imagery as well...the ship (darker area center) is clearly facing the player, a fact that manifests when one is wearing the red-eye-left red/blue glasses.

The odd values on the screen are various data about the rotation of the world, viewport info, and such. I'll be using a lot of this for specifics on the world's surface, things like collision detection.

Posted by todd at February 26, 2004 5:59 AM

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