- Apr 5, 2002
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I was looking for some reasoning behind why I have always inverted the Y axis in games.
This one actually makes sense to me...
http://gaming.stackexchange.com/questions/23554/why-do-some-people-play-inverted
Found this in the archives: http://forums.anandtech.com/archive/index.php/t-1725004.html
Doom and Wolfenstein 3D didn't have vertical aiming, right?
Quake 1 was the first popular game to have that? Google says that was inverted by default.
Wikipedia:
This one actually makes sense to me...
http://gaming.stackexchange.com/questions/23554/why-do-some-people-play-inverted
It's simple. Your neck muscles work to pull your head back for looking up, and likewise push your head forward to look down. 'Inverted' controls aren't actually inverted; they're naturally mapped to the first person. 'Inverted' controls mimick this behaviour inherently, whilst the true inversion belongs to the way in which the 'forward' semantic means 'up'.
Found this in the archives: http://forums.anandtech.com/archive/index.php/t-1725004.html
Doom and Wolfenstein 3D didn't have vertical aiming, right?
Quake 1 was the first popular game to have that? Google says that was inverted by default.
Wikipedia:
After id Software's Doom, the game that popularized FPS games but which did not support vertical aiming with a mouse (the y-axis served for forward/backward movement), competitor 3D Realms' Duke Nukem 3D became one of the first games that supported using the mouse to aim up and down. This and other games using the Build engine had an option to invert the Y-axis. The "invert" feature actually made the mouse behave in a manner that users now regard as non-inverted (by default, moving mouse forward resulted in looking down). Soon after, id Software released Quake, which introduced the invert feature as users now know it. Other games using the Quake engine have come on the market following this standard, likely due to the overall popularity of Quake.
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