@mikachops: Thanks for the interest. Yes, the thoughts and implementation have been with me for a long time! I am a 40 year old (first platform was the Acorn Electron) who works in IT, so this is one of my spare time things.
About 14 years ago, a thought came into my mind regarding how video games only simulate the first-person perspective by replacing the head with a camera and move the camera with very predictable pan, tilts and cranes etc. much like movie camera movement. I even had the honor to discuss this new camera movement idea with the Oscar-winning inventor of the Steadicam, Garrett Brown.
But basically, I wanted to improve the standard simple gliding movement of the virtual camera seen in games. That led to thinking about having a new look at whole body movement, where instead of the body "capsule" having translations and rotations directly controlled by the user, the feet stride towards that direction and take the pelvis with it, rather than the pelvis/body capsule leading everything.
I have been using Unreal Engine 4 to realise my thoughts. Anyone developing a game in UE4 could at least use the Realiview system instead of using a basic standard camera implementation, as it can be used attached to any existing UE4 character skeletal meshes.
I have also been working on a Realiview plugin for the new MS Flight Simulator and other games that use TrackIr/Freetrack etc.
Sorry that is more than a couple of sentences but it kind of a passion project!
More of the history can be found at my website. astonishedbydesign.com
Thanks again.
Stephen
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