[Bf-gamedev] FPS Navigation

Jason Wilkins jason.a.wilkins at gmail.com
Tue Nov 12 23:22:49 CET 2013


You call this "fps" navigation, but it isn't.  Your new video makes it more
clear that you are using the position of the mouse as a kind of virtual
joystick.

FPS navigation should most likely be modal, where you hit a button and it
hides the cursor, and then rotation will be controlled by an
unsmoothed/unfiltered reading of mouse mickeys.

As it is, I don't think this should be called "FPS" navigation.

I'm not sure if GHOST gives you the input type you need to be able to do
this.  Maybe you could get away with hiding the mouse and warping it to the
middle, then reading how far it travels before it gets warped back. (I'm
pretty sure GHOST provides all the primitives you need to do this).


On Tue, Nov 12, 2013 at 4:16 PM, Dalai Felinto <dfelinto at gmail.com> wrote:

> Hi Pawel,
>
> You should consider building the branch.
> A screencapture doesn't do justice to the performance you get.
>
> That was with regard to being slow. As for being awkward, that's hard to
> understand as a feedback, mind clarifying it?
>
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
>
>
> 2013/11/12 Paweł Łyczkowski <pawellyczkowski at gmail.com>
>
>>
>> It looks really slow and awkward atm.
>>
>
>
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