videoGaiden's forum posts

#1 Edited by videoGaiden (35 posts) -

Significant but not to say all good games:

Full 3D 3rd person action adventure with multiple usable vehicle types - Hunter

Dark top down adventure with mature themes - Dreamweb

Purchased a HD for the Amiga just for the 11 disk swap fest - Indiana Jones and the Fate of Atlantis

Sophisticated 3D combat flight sims - F-117A Stealth Fighter and EF2000

And a special mention to Workbench OS.

The Full Experience

Get an Amiga 1200 with some hard drive space, Install Deluxe Paint, open the KingTut and Venus images in it but don't actually do much painting with it. Go through the install process for something like Fate of Atlantis. Maybe get involved in the Demoscene. Hopefully at some point during your time witness a Guru Meditation. And if there is time left play some Mods in Soundtracker and attach a microphone to a Technosound Turbo 2 and get your Dark Vader voice on.

@csl316 And now a quick Shadow of the Beast 2 death riff, yes?

#2 Edited by videoGaiden (35 posts) -

Conglaturation !!! You have purchased a great game. and prooved the justice of our culture. Now go and get these add ons for it.

Flight Factor's 777 Worldliner Professional - Pretty complete 777 simulation. Adds another $60 to your cost though.

World2xplane - Free large scale scenery updates. Read the installation instructions carefully to understand how it works.

SkyMAXX Pro - Replaces the cloud generating engine. Visual enhancement. Lost cost add on.

Jar Design's A320 Neo - Nice A320 simulation.

Get an account at and start downloading lots of free aircraft and scenery and has a store to purchase payware products like the 777.

Disclaimer: I do not specifically know if the Steam version works with these add ons. They are totally missing the point of X-Plane if it can't run regular add ons.

Drew needs to get all this and have do an Unprofessional Fridays segment trying it all out.

#3 Posted by videoGaiden (35 posts) -

@bollard said:

I'm not sure of the accuracy of this, I mean I can kind of see where you're coming from, but it kind of just seemed like when you were looking at something your view was just drifting arbitrarily. Maybe it makes more sense when you're in control, but it doesn't appear immediately beneficial (or accurate to how I would look around in real life).

Yes your right. At the moment there is a slight amount of drift. It's not supposed to be there and will be eliminated during development.

#4 Posted by videoGaiden (35 posts) -

This seems a lot like Mechwarrior's arms/torso system. There was also a free-look that wasn't constrained to the motions of the torso. Obviously this all predates modern analog controls.

Yeah Mechwarrior is a great example of simulating a controlling and simulating a Mech and talking of control of Mechs always dreamed of owning a Steel Battalion controller. Hard to find and expensive these days.

#5 Edited by videoGaiden (35 posts) -

@jeust said:

@videogaiden: You made a great work man! That is both an increadibly insight into the coordination between the head and eye, and a great application to both computer programming and video games. I wish you success to match your work and dedication. And despite coming off a subtle innovation, we live in an age where there is great care towards details, especially in video games. :)

Many thanks. All I need is the spare time to develop it. Keep an eye on for updates. There is actually a theme song for a potential game application of this I made if you are interested on the Twitter page too.

#6 Posted by videoGaiden (35 posts) -

@jeust said:

Interesting. Looking at the videos the main difference I see is a slow movement of the camera, mimicking the head, repositioning itself based on the position of the eyes. The position of the focus point changing from the center of the screen to the sides, and slowly reasserting itself to the center again. Is that the core concept?

It's a cool idea, that it is just sadly so subtle most people are hard to notice it.

The centre of the view (eye forward axis rotation) is directly dictated by the right stick/mouse movement exactly like any other first person set up so the sensitivity and move speed the centre point of the view can be altered as normal. The speed of the head tracking and eye returning to the head straight position is build into the simulation so the trick would be how these speed variables change depending on the situation i.e. if you are in the driving seat of a car you quickly glance down to see your speedometer, moving your head very slightly but a quicker move head speed would be required if you turned your head to look at your side window. In the video the speed is fixed with smoothing/dampening between positions.

#7 Posted by videoGaiden (35 posts) -

@49th: It actually does yes but in reality when controlling it in that Unity build shown in that video it is so easy to break the simulation! i.e. very easy to get into an uncontrollable spin. Thanks for the support.

#8 Posted by videoGaiden (35 posts) -

Basically I have programed the automatic tracking of the head to the eye movement in the new Unreal Engine. The usual wasd does work with it too and there are no extra controls required for the "leaning" effect which is inherent to head movement (although the movement is exaggerated to an extent). Years ago I tested it out with Director, then Unity (video can be seen on the YouTube page) and now Unreal, which it definitely works best with.

#9 Posted by videoGaiden (35 posts) -

@robertorri: @jesus_phish: @sinusoidal: yes, it is really hard to tell by not controlling it but lets see if I can explain better. It is still a first person perspective which yes has been around for years yes. The difference is that you are directly moving the eyes and the head automatically follows your eyes. So the mouse or right stick directly maps to eye rotation access. The head then moves to follow the eyes automatically. This is different because if you notice in real life if you rotate your head the to the left. The eye is a child of the head so moves in an arc physically in 3D space. Try it yourself. You sit stationary looking at your screen. Somebody walks by you to your left. You glance at this person for a moment so the position of the eye is still the same (the rotation has changed) but then if you look at the person, your head rotates and as a consequence of your eye being attached to your head, the position of your eye changes not just the rotation. Your eye then naturally rotates back to the direction of your body. Keeping your head still move your eyes to rotate back to the screen. You can now actually see behind the left part of the screen. In the video, there is no extra leaning going on, it is the natural effect of the view changing because of the head and eye positions.

#10 Edited by videoGaiden (35 posts) -


Yeah kinda but what's really gonna happen is that Danny will turn into GBEurope.