The New Difficulties In Making a 3D Game 190
eldavojohn writes "MSNBC spoke with the senior producer of a new stereoscopic 3D game called Killzone 3 and highlighted problems they are trying to solve with being one of the first FPS 3D games for the PS3. The team ran into serious design problems, like where to put the crosshairs for the players (do they constantly hover in front of your vision?) and what to do with any of the heads-up display components. Aside from the obvious marketing thrown in at the end of the article (in a very familiar way), there is an interesting point raised concerning normalized conventions in all video games and how one ports that to the new stereoscopic 3D model — the same way directors continue to grapple with getting 3D right. Will 3D games be just as gimmicky as most 3D movies? If they are, at least Guerrilla Games is making it possible for the player to easily and quickly switch in and out of stereoscopic 3D while playing."
Easy (Score:1, Funny)
Make a 4D game then remove one dimension.
Re:If you can turn it off (Score:5, Funny)
God, this makes me feel old but have you ever actually played/owned an atari 2600? That console actually had a switch to turn off the color in the game. Now get the hell off my lawn before I turn your ass black and white.
Ask Nintendo for advice! (Score:4, Funny)
Check the Virtual Boy for prior art ideas. Obviously something so popular and successful can serve for further inspiration.
Re:If you can turn it off (Score:4, Funny)
What are you talking about, I didn't even mention Shatner's name in my original post.
Re:Easy (Score:4, Funny)
There's an old joke. An engineer and a mathematician go to a lecture on quantum physics. After, the engineer turns to the mathematician and says:
"That stuff is so crazy! I just have such a hard time visualizing 11 dimensional space!"
The mathematician shrugs and says to him:
"Oh, it's not so hard. Just imagine n-dimensional space and set n equal to 11."
I figure that's how these computer programmer folks do it.