No, handling influences control; hence, different handling, different control. 3D control can have MANY more variables to take into account with the possibly more complex vehicle handling. Simply compare Need for Speed 5 with Pole Position.
Joel Wellington wrote:
Now you have stumbled on something Eep!
Now while its obvious your definition of 'control' is different from
mine, you have raised an interesting point about simulation games
today.
While the human control device and method IS the same as its always
been for a particular vehicle, the added handling and environmental
characteristics for these vehicles have made the input required by the
player more complex i.e more corrections for car position, braking
points etc. Games have enabled the consequences for turning too hard
to have affect on the outcome of the game.
I think I know what you were trying to say - I was looking at control
from a player/hardware interaction while you were looking at control
from a player/environment point of view.
On Thu, 30 May 2002 15:41:05 GMT, Eep� <[email hidden]> wrote:
Quoted text (42 lines)
>No, handling influences control; hence, different handling, different control. 3D control can have MANY more variables to take into account with the possibly more complex vehicle handling. Simply compare Need for Speed 5 with Pole Position. > >Joel Wellington wrote: > >> You have changed your argument here - you started out saying control >> is different >> >> <think> <shrug> 3D control is different than 2D control. Duh...moron. >> which it is not, >> and now you say handling is different. >> >>3D vehicle handling is FAR more complex (or, rather, CAN be) than 2D vehicle handling. >> >> Yes, the handling of a vehicle has changed for the better thanks to >> 3D graphics and better engines but the control of the vehicle is still >> the same. >> >> On Thu, 30 May 2002 02:48:45 GMT, Eep� <[email hidden]> wrote: >> >> >What I'm getting at, Joel et al, is the SIMPLE (well, to me anyway, it seems) fact that 3D vehicle handling is FAR more complex (or, rather, CAN be) than 2D vehicle handling. Simply the added dimension allows for FAR more realistic and accurate physics. The difference is in the dimension addition. This should be obvious... >> > >> >Joel Wellington wrote: >> > >> >> On Wed, 29 May 2002 02:23:27 GMT, Eep� <[email hidden]> wrote: >> >> >> >> >2D: digital, 3D: analog--that's how. 2D: 2 dimensions, 3D: 3 dimensions--that's how. 3D has more complex control. >> >> >> >> You can have analog control in 2D games. There is no correlation >> >> between graphics dimensions and movement input types. Do you even know >> >> the difference between digital control and analog control? >> >> >> >> >drink wrote: >> >> > >> >> >> > > 3D opens for more realism in a driving sim..... but that does not mean a 3D >> >> >> > > game can not be as easy to control as a 2D game is.... >> >> >> > > Think about that.... moron >> >> >> > >> >> >> > <think> <shrug> 3D control is different than 2D control. Duh...moron. >> >> >> >> >> >> 2D: left right gas brake handbrake >> >> >> >> >> >> 3D: left right gas brake handbrake >> >> >> >> >> >> how is it differentThis is off the topic of this thread:
I once saw a guy browing through an electronic games store desperately
looking for an analogue joystick, and explaining to the clerk how "analogue
sticks have that degree of precision while digital sticks are either all the
way to the left or all the way to the right." The clerk was nodding his
head in agreement and said he couldn't understand why all the controllers
thesedays were going digital.
I almost fell laughing - and thought about correcting them, but 'nah' i said
to myself- 'let them remain ignorant.'
"Joel Wellington" <[email hidden]> wrote:
Quoted text (16 lines)
> Now you have stumbled on something Eep! > > Now while its obvious your definition of 'control' is different from > mine, you have raised an interesting point about simulation games > today. > > While the human control device and method IS the same as its always > been for a particular vehicle, the added handling and environmental > characteristics for these vehicles have made the input required by the > player more complex i.e more corrections for car position, braking > points etc. Games have enabled the consequences for turning too hard > to have affect on the outcome of the game. > > I think I know what you were trying to say - I was looking at control > from a player/hardware interaction while you were looking at control > from a player/environment point of view.It's all about thinking outside the box, man. ;) Anyway, glad you finally got what I've been trying to say! I think I assume everyone can think as relatively as I can without realizing it. Sorry...:/
Joel Wellington wrote:


































