:lol :lol:Motorbass said:next is a fun engine...
Wow, thats insanely cool, and easy looking. Bravo Nintendo.:Motorbass said:
:Motorbass said:
:Motorbass said:
Now wouldnt you love to actually use the damn thing now? Where are the kiosk's Nintendo? FFS already.marc^o^ said:It seems to work so perfectly I can't help thinking the Wiimote is the most innovative device I've ever seen.
I believe this is for just the opposite: easier-to-create canned motions.civilstrife said:That video was insanely impressive. This may be the key to something like 1:1 movement in games.
Baryn said:I believe this is for just the opposite: easier-to-create canned motions.
1:1 would be a direct translation of the Wii's movements into the game, no specialized recognization programming needed. This is actually easier to program, and to my knowledge, only Red Steel uses (used?) canned motions where 1:1 would have been superior.
So this may not be the holy grail of Wii controller development, especially because 1:1 would be much better control for a cooking game!
Aren't you the guy that thinks that blurring and ghosting is the same thing?loosus said:Yeah, because that's totally what I said. Way to take something out of context.
You're an idiot, jarrod.
civilstrife said:First Vid here.
:Motorbass said:
The tilt sensor and accelerometer should be enough for 1:1 sword-play. Can you think of a situation where they wouldn't be?civilstrife said:Utterly ridiculous. The Wiimote outputs data based on it's various sensors, which detect tilt, acceleration, pointing and distance from the sensor bar. That's it, that's all. It is not a point in 3D space. It is not motion capture. To add insult to injury, the moment that it's pointed away from the screen, it loses an entire dimension of sensitivity.
The point is, anything resembling 1:1 movement is going to require guesswork on the part of the programmers and a heavily constrained range of motion. Wiisports baseball for example gives the illusion because really, all it's calculating is the tilt of the controller as you prepare your swing, and eventually, the acceleration of the swing itself. You can forget about 1:1 swordplay or anything that would require a full range of motion.
I say that this software might make things easier because the closest we are going to get to 1:1 motions is going to be a combination of TONS of these "canned gestures" and some heavy context sensitivity.
Baryn said:The tilt sensor and accelerometer should be enough for 1:1 sword-play. Can you think of a situation where they wouldn't be?
civilstrife said:Anything other than clear, directional slashes, really. The moment you bend your arm at the elbow, you are moving the remote to a different position in space, and the sword on screen won't follow. Especially if it's a slower, smoother movement with no quick directional jerk.
sp0rsk said:This is where things like anatomy come in!
If you move your arm inwards obviously your shoulder isnt going to detach, so the animation on screen (unless the designer is retarded) will bend.
Of course it would, why wouldn't it? If I bring the controller into, for example, a sheathing position, the game knows:civilstrife said:Anything other than clear, directional slashes, really. The moment you bend your arm at the elbow, you are moving the remote to a different position in space, and the sword on screen won't follow. Especially if it's a slower, smoother movement with no quick directional jerk.
civilstrife said:I don't think we're on the same page.
The point is, the wii remote won't be able to detect that movement at all.
The accelerometer should be able to detect it. Nobody moves their arms around naturally without acceleration. You'd really have to try to move it at a constant speed to fool the accelerometer... :lolcivilstrife said:I don't think we're on the same page.
The point is, the wii remote won't be able to detect that movement at all.
Baryn said:Of course it would, why wouldn't it? If I bring the controller into, for example, a sheathing position, the game knows:
1) The controller is upside down.
2) What direction I pulled it in.
3) How fast it went from my chest to my hip.
It can then interpret that data literally on-screen. If calibration is implemented, it can even check the distance between one's chest line and torso, assimilating the visual response across body types.
I think it's Dr. Wei Yen, the man who founded iQue, Nintendo's Chinese subsidiary... so if that's the same man, then yes.emerge said:From the Gamasutra article:
Is that the same Wei Yen as the SGI/MIPS/ArtX/ATi/MoSys Wei Yen?
Terrell said:I think it's Dr. Wei Yen, the man who founded iQue, Nintendo's Chinese subsidiary... so if that's the same man, then yes.
civilstrife said:Ah, but that's not 1:1 movement. Those are gestures, as seen in the video above.
The sheathing movement can be understood as a gesture and probably even changed in the animation based on the speed of the motion, but again that's not 1:1.
What if I do the motion very slowly? Will the sword on the screen follow my hand every step of the way? If it has no data for a mere moment. If I move it too slowly for it to detect (any movement other than tilting, that is) how will it know where my hand is? It's not like "ping pong ball suit" motion capture, where the position of the ball can be tracked from multiple angles on a second by second basis. An accelerometer tracks a jerk, a swipe, a thrust, a direction, a speed. Not a position in 3D space.
:Motorbass said: