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<H1>Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</LI>
<LI><em>From</em>: Jeff Kesselman <<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>></LI>
<LI><em>Date</em>: Thu, 05 Jun 1997 22:23:22 -0700</LI>
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<PRE>
At 07:49 PM 6/5/97 PST8PDT, JC lawrence wrote:
>In <<A HREF="msg01184.html">3.0.32.19970604223327.00a05808#mail,tenetwork.com</A>>, on 06/05/97
> at 08:10 AM, Jeff Kesselman <jeffk#tenetwork,com> said:
>
>>At 08:24 PM 6/4/97 PST8PDT, JC Lawrence wrote:
>
>>>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?)
>
>Dr Cat as I recall calls it the "chase camera" view.
Thats a sim-game term, coming from sports like quto racing where you
actually have a chase-car with a camera in it. Another valid term to steal.
>
>That's why I'd go for the 270 degree, or even 330 degree spherical
>view. Knocking it down from the full 360 degree view gives a blind
>spot (useful for sneaks) and avoids the disorientation problems of a
>360 degree view with objects appearing and dissappearing between the
>back edges.
Interesting, won't you get speherical warping? or are you saying by moving
the camera back?
JK
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<li><strong><A NAME="01243" HREF="msg01243.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>
<ul compact><li><em>From:</em> coder#ibm,net</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01157" HREF="msg01157.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 05 Jun 1997, 04:40 GMT
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<LI><strong><A NAME="01184" HREF="msg01184.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 05 Jun 1997, 12:30 GMT
<UL>
<LI><strong><A NAME="01198" HREF="msg01198.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Thu 05 Jun 1997, 23:14 GMT
</LI>
<LI><strong><A NAME="01207" HREF="msg01207.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 04:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01223" HREF="msg01223.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:20 GMT
<UL>
<LI><strong><A NAME="01243" HREF="msg01243.html">Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 07 Jun 1997, 06:40 GMT
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<LI><strong><A NAME="01030" HREF="msg01030.html">Resets, langs, and quests</A></strong>,
ashen <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Mon 02 Jun 1997, 05:11 GMT
<LI><strong><A NAME="01026" HREF="msg01026.html">Re: [MUD-Dev] RP: TIime to define</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 02 Jun 1997, 04:05 GMT
<UL>
<LI><strong><A NAME="01034" HREF="msg01034.html">Re: [MUD-Dev] RP: TIime to define</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 03 Jan 1970, 09:40 GMT
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