flick556 said:
If the six degrees are taken literally in a mathematical sense this should be possible. Six should be enough for all possible orientations (rotation and translation) in 3d space.
I'm pretty sure he just misrepresented the info. As far as Phil is concerned it provides left, right, forward, backward, clockwise and anticlockwise motion sensing as it were, making 6 DOF in his mind. You can sum a DOF as a range really, and the the tilt provides 3, Pitch, Yaw and Roll.
PStill wondering what sort of movements it can sense though. Tilting the controller is one, lifting and lowering vertically is two, but would it also detect accelaration of you move the thing quickly from left to right without tilting, keeping it horizontal ?
Imagine you're holding it in you hands parallel to the floor. Pitch is (let's see if I get these right
, well, imagine there's a pole running up through the controller so it's fixed and only rotates about that pole. That's pitch, rotating the controller so one hand is forward from resting position and the other back. Yaw is tipping the controller so it's front is either down or up in realtion to it's back. Roll is tipping the left or right side. Each motion is equivalent to a direction on an analogue thumbstick, so Roll is like X direction, Yaw is like Y direction, and Pitch is like twisting the thumbstick.
Well then, how do you personally feel about the gyros enabled controller? Can you see yourself impletmenting it into any games in the far future?
I imagine it'll be a doddle to add. Just like the analogue sticks provide a signal in the range of -1 to +1 for how far in each direction it's positioned, devs will have access to another 3 values for Pitch, Yaw and Roll. How they implement it is down to them. Mapping camera motion to this instead of the Right stick would allow camera movement without having to take you right hand away from the action buttons, so that could be an easy and useful upgrade. Other than that it's down to the devs how to use it, just like mapping the sticks to actions.
I'd really like to know though if they're using accelerometers that can measure motion as well as rotation. If that's the case, moving the controller left, right, up, down etc would be another 3 axis of control, so it really would be 6 DOF. That'd be great for my sister who always throws the controller around to control platform characters. If throwing the controller actually made the character jump, it'd be a very intuitive system for her. You could measure button ress for an intended jump, and amount of motion for how high to jump. Only, that'd have to be an optional control scheme because I
do not jiggle the controller around like a madman when playing games and don't want to have to start