Core functions for organizing space & interpreting movement:
BOUNDARY MASKING
- Bind cursor movement to screen coordinates
- Bind cursor movement to odd shaped cast members
- Eclipse the effects of object forces
VELOCITY
- Read the input device's instantaneous velocity
- Read the input device's raw movement vector (with or without updating the
cursor)
FRICTION
- Dampen linear input interpretation
- Increase linear input sensitivity
ACCELERATION
- Adjust acceleration and deceleration curves
- Read the input device's instantaneous acceleration
PROXIMITY SENSITIVITY
- Turn sprites into gravity wells
- Turn sprites into repellers
- Set the drop-off radii for proximity effects
- Set forces to have unique effects according to input device's relative movement
vector
- Constrain and focus input device axes
INERTIA
- Make use of device trajectories in conjunction with other
forces, even after a device is released
SPACE WEAVING
- Set bounded spaces to wrap
- Set discontiguous spaces to worm-hole
- Define interdependent object positioning for dynamic calibration
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