In my "mental design" for the medical application, I always figured I'd have the
game behave "normally" most of the time, but have a modifier key to activate the
"aim but don't look" mode. One could alternately have something like this for
"look but don't change aim" mode. Think about say a deplo
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I guess the big question is how are you planning on controlling the gun and
the head at the same time. Assuming that your mouse will be used for one or
the other.
The only way I think your going to be able to accomplish this is to modify
how the
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"This is ridiculous, because a 9mm
pistol round has considerable muzzle drop beyond that range and must be
compensated for by elevating the barrel and aiming with utmost care"
simulating bullets in games is easy, replace the traceline crap with a
Why can't anyone just answer the guy's technical question with some insight into
how to do it instead of lecturing him on whether it's "proper" or not? Sheesh!
Personally I'd like to use this exact type of thing to allow the player's hand
to interact with things in-view without actually moving th
Dylan:
Dylan Wreggelsworth writes:
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As far as debating the realism of such an aiming system goes, in the real
world your weapon is independent of your head and moved by your arms. You do
not run around with the weapon glued to your chin as othe
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