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Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat
At 08:24 PM 6/4/97 PST8PDT, JC Lawrence wrote:
>>We've looekd at this exhaustively. Our conclusions are as follows,
>>for what theya re worth:
>>(1) 1st person (Doom) ...
>>(2) Overhead/three-quarter view (Diablo) ...
>>(3) Side View ...
>
>I've been thinking of attempting a
>three-feet-back-of-the-character's-head view with a 270 degree
>fish-eye presentation.
Yeah I forgot to mention that. Its what I call "over the shoulder" (can you
tell I spent some time in a TV studio?)
Its not the logicly distinct, i think from 3/4 view, nmain difference being
that you need to dela with perspective effects and don't have as good a
field of view. I guess its another half-way thing, btw 3/4 and first person.
JK
>
>--
>J C Lawrence Internet: claw#null,net
>(Contractor) Internet: coder#ibm,net
>---------------(*) Internet: clawrenc#cup,hp.com
>...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
>
>
>
- Thread context:
- Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat,
Jon A. Lambert jlsysinc#ix,netcom.com, Mon 02 Jun 1997, 10:04 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat,
Jeff Kesselman jeffk#tenetwork,com, Wed 04 Jun 1997, 10:58 GMT
- Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat,
Jeff Kesselman jeffk#tenetwork,com, Thu 05 Jun 1997, 12:30 GMT
- Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat,
Jeff Kesselman jeffk#tenetwork,com, Fri 06 Jun 1997, 12:20 GMT
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