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<H1>Re: [MUD-Dev]  over the shoudler view</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]  over the shoudler view</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 05 Jun 1997 21:55:17 -0700</LI>
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<PRE>
At 07:37 PM 6/5/97 PST8PDT, you wrote:
&gt;Kinda like Tombraider?  Would be a sure fire hit.  Multiplayer Tombraider.
&gt;Makers of Tombraider kept going on about how advance their code to deal
&gt;with getting a good view was.  

Yep, you got  a GREAT view of her ass most of the time...

Seriosuly, I like TR, I think it was a good attempt, but the camera
algorthyms still need work.  Its the other extreme from the fixed camera..
the TR camer a is ALWAYS swooping all over the palce.,  Frankly its too
much motion-- makes it look like William Shatner directed it 9those who
follow the Star Trekk movies will understand.)

I tihnk they need some film-trained cameramen and or directors to discuss
with them what a camera does in a  movie.. (a well directed and
ciematographed one that is).

&gt;
&gt;An advantage of "over the shoulder" is that some basic peripheral
&gt;vision is given to the player.  Anyway, I prefer this one.  The
&gt;specifications of the average monitor makes first person seem like you're

Yep, this is what I meant by "environmebntal awareness", but ist not as
good as a more diastant 3/4 view or an overhead gives you, or even as much
as a side view gives you. Its kinda a comrpomise before full 1st eprson POV.

JK


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<li><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev]  over the shoudler view</A></strong>
<ul compact><li><em>From:</em> Raz &lt;muddyraz#mushroom,demon.co.uk&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  web archive for MUD Design List ?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01265" HREF="msg01265.html">Re: [MUD-Dev]  web archive for MUD Design List ?</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 10 Jun 1997, 02:44 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01228" HREF="msg01228.html">Re:[DESIGN] the physcis of magic.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:57 GMT
<LI><strong><A NAME="01227" HREF="msg01227.html">Re: [MUD-Dev]  Lorry's document on wizard-hood</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:44 GMT
<UL>
<LI><strong><A NAME="01264" HREF="msg01264.html">Re: [MUD-Dev]  Lorry's document on wizard-hood</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 10 Jun 1997, 02:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01220" HREF="msg01220.html">Re: [MUD-Dev]  over the shoudler view</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 11:52 GMT
<UL>
<LI><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev]  over the shoudler view</A></strong>, 
Raz <a href="mailto:muddyraz#mushroom,demon.co.uk">muddyraz#mushroom,demon.co.uk</a>, Sun 08 Jun 1997, 07:33 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01218" HREF="msg01218.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:29 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01219" HREF="msg01219.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:45 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01217" HREF="msg01217.html">TSR has been bought.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 07:47 GMT
</UL></BLOCKQUOTE>

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