From: galt@dsd.es.com (Greg Alt - Perp) Subject: Power Glove and low cost VR Date: Tue, 28 May 91 22:18:28 GMT Organization: Evans & Sutherland Computer Corp., Salt Lake City, UT I just finished reading the 1990 archives, and I noticed that someone said the guy that did the BYTE article was planning on reverse engineering the hi-res mode from the game GloveBall. Is this true? if so, when? Also, are there any reasons why I would want to pay $400+ to get a Private Eye when I can get a sony watchman for only $100? What sort of difficulties are there with the optics? Once we get power gloves working in hi-res mode and once we find a suitable low-cost alternative to eyephones, we can finally get down to programming... I have all the necessary matrix routines (for rotation/translation/etc. as well as perspective view). I also think that building a wire-frame system would be a piece of cake (once you have the matrices, transform the endpoints and draw the lines). I'm mostly a software type, so I am getting very anxious for the hardware to come. If people would like the matrix routines, I could post them, but it might be better to wait until people have the hardware. This weekend, I was brainstorming, and I had a few ideas that might simplify things. First, I only want sit-down VR. I am perfectly happy with being restricted to my chair, with only head rotations (and not position) being used. It could be thought of as sitting in an invisible vehicle that you can not move around inside, but (with gesture commands) you can move the vehicle. Now, what is the best way to get head rotations into the computer? It is hard to believe that such a system would cost more than $100 to build. Could it be done with a bunch of mercury switches? (but then, there is the problem of Y axis rotation). Maybe Y axis rotation could be obtained by rotating the chair? Is Z axis rotation (tilting your head sideways) really that important? If you use only rotation, you could possibly use the 4 analog inputs available on the game port. Also, what sort of resolution would be necessary? The range is is about 120 degrees for X rotation, 170 for Y, and 90 for Z. I would think 5 degress would be sufficient (which means you would only need 5 bits of info per axis). Does anyone know how many bits you can get from a game port? Greg