Game Development Reference
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7 . In a mouse-based game, where clicks can be processed by either the UI or
the game world, what is one method you can use to ensure the UI has the
first opportunity to process a click?
8 . What problem does the Rubine algorithm attempt to solve? How, roughly
speaking, does it function?
9 . Outline the differences between an accelerometer and gyroscope.
10 . What types of input mechanisms might an augmented reality game use,
and for what purpose?
Additional References
Abrash, Michael. Ramblings in Valve Time. http://blogs.valvesoftware.com/ab-
rash/ . This blog, written by game industry legend Michael Abrash, features quite a
few insights into the future of virtual and augmented reality.
Rubine, Dean. “Specifying gestures by example.” In SIGGRAPH '91: Pro-
ceedings of the 18th annual conference on computer graphics and interactive
techniques. (1991): 329 - 337 . This is the original paper that outlines the Rubine
gesture-recognition algorithm.
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