24th March 2011, 12:28 PM
That "HUD" idea is interesting, but the 3D in the 3DS isn't capable of that. As I said it's "window" 3D.
It takes time to get used to the 3D in the games, because the distance of the "virtual eyes" in the game world is generally going to be different than the actual distance between your eyes, and since the 3D in the game is basically an illusion that doesn't actually take the position of your own eyes into account (it simply requires that you have two of them and your brain is capable of mixing two images), then it'll have a different "feel" than reality. Hmm, I wonder if they could use the face recognition feature of the DS as well as the 3D camera feature to accurately measure the position of your eyes relative to each other and then design the 3D's internal cameras in games to be that same distance and position apart? Anyway, once your eyes adjust to the in-world 3D, you'll be able to judge distance between yourself and the next platform pretty well, at least as well as in real life. It should allow for more accurate jumping in that way. I base this on how good I got at judging positions of obstacles in Red Alarm on the VB as opposed to a game like Star Fox. I'm pretty good at Star Fox after a LOT of practice, but it's only thanks to memory and other visual cues that I got that good at being able to judge distance. In Red Alarm, I'm a lot better at avoiding things just because I can use a very natural visual cue to determine it, binocular vision. It doesn't need to match up to reality, or appear to be as big as actual sky scrapers or something, it just needs to make use of that system to give you a sense of depth relative to the other objects in that world. (That said, Red Alarm's wire frame graphics are pretty bad, and the biggest mistake I make is confusing something that's solid for something I can move through.)
It takes time to get used to the 3D in the games, because the distance of the "virtual eyes" in the game world is generally going to be different than the actual distance between your eyes, and since the 3D in the game is basically an illusion that doesn't actually take the position of your own eyes into account (it simply requires that you have two of them and your brain is capable of mixing two images), then it'll have a different "feel" than reality. Hmm, I wonder if they could use the face recognition feature of the DS as well as the 3D camera feature to accurately measure the position of your eyes relative to each other and then design the 3D's internal cameras in games to be that same distance and position apart? Anyway, once your eyes adjust to the in-world 3D, you'll be able to judge distance between yourself and the next platform pretty well, at least as well as in real life. It should allow for more accurate jumping in that way. I base this on how good I got at judging positions of obstacles in Red Alarm on the VB as opposed to a game like Star Fox. I'm pretty good at Star Fox after a LOT of practice, but it's only thanks to memory and other visual cues that I got that good at being able to judge distance. In Red Alarm, I'm a lot better at avoiding things just because I can use a very natural visual cue to determine it, binocular vision. It doesn't need to match up to reality, or appear to be as big as actual sky scrapers or something, it just needs to make use of that system to give you a sense of depth relative to the other objects in that world. (That said, Red Alarm's wire frame graphics are pretty bad, and the biggest mistake I make is confusing something that's solid for something I can move through.)
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)