I know this is regarding a childly joyful next-gen console, but I think the question itself remains highly technical.
Ok, so we have all been savoring over the idea of actually wielding mythical light-sabers in battle since the 1st day we saw Star Wars. Now that I have that generalization away, many people have prophetized that the highly anticipated Nintendo Wii controller could actually deliver some form of affordable virtual sword play, *saber-sword play to be exact*
Now that the console has been released, it is obvious that actually coding some sort of sword simulation is a daunting task.
First question: With the current input that the Nintendo Wii controller has, is it even possible or feasible to mirror physical actions on-screen.
Second question: Assuming it is possible, how can this be done and to what result?
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The Wii controller apparently has an infrared pointer that can measure pin-point..pointing accuracy when facing the television, but loses complete bearings once moved outside of the virtual targeting space surrounding the television.
The infrared sensor can also measure distance between the controller and the television.
The unit also has the ability to detect lateral and horizontal movement of the controller.
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Swords are generally moved in a lateral and horizontal movement, and also move through distance by "lunging" and "Striking"
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The input from the Wii controller should be sufficient to simulate some, but probably not all of generic sword movements with high accuracy.
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Hardware problems: In order to measure distance between the television and player, the infrared sensor needs to maintain contact with its "zone". Once the controller leaves the zone (I.E. when you move your arm back to gain momentum in a swing) the distance may estimate may be ruined.
Without the ability to determine distance, it is nearly impossible for the controller to inform the program how/where it is in space. Although the rotations of the sword will be mimiced in almost real time no matter where the placement of the controller, the input will be limited to a sword rotating on a unmovable axis.
Imagine a sword stuck on a pivot that stays in one spot and only knows to rotate in circles.
Without the ability to measure distance, it would be impossible to know if you are holding the sword high above your head, or low to the ground, or far infront of your body.
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So is it still possible?
I don't know, in some crude form it may be possible. But the idea of free form sword play is gone.
---------------------
Ideas how to fix this?
The controller is inadequate for the purpose of simulating sword play, but perhaps some sort of add-on controller could, since all you need is another form of input to determine the missing factor.
The best place to determine the placement of the sword in space is probably by the tip. So perhaps in the tip of this "Add-on" product they could include some sort of device that could reasonably measure the movement of the weapon.
Radio waves? (radio emitter from tip of sword to receiver near screen)
Reverse laser detection? (screen searching for tip of sword instead of tip of sword searching for screen)
Some sort of wierd weight monitor? (the idea being that as the sword moves in space, weight is transferred and can be measured for programming purposes)
Or perhaps they just widen the laser pointer sensor to encompass the 4 points instead of one(in front, to left, to right, and above)
Ok, so we have all been savoring over the idea of actually wielding mythical light-sabers in battle since the 1st day we saw Star Wars. Now that I have that generalization away, many people have prophetized that the highly anticipated Nintendo Wii controller could actually deliver some form of affordable virtual sword play, *saber-sword play to be exact*
Now that the console has been released, it is obvious that actually coding some sort of sword simulation is a daunting task.
First question: With the current input that the Nintendo Wii controller has, is it even possible or feasible to mirror physical actions on-screen.
Second question: Assuming it is possible, how can this be done and to what result?
----------------------
The Wii controller apparently has an infrared pointer that can measure pin-point..pointing accuracy when facing the television, but loses complete bearings once moved outside of the virtual targeting space surrounding the television.
The infrared sensor can also measure distance between the controller and the television.
The unit also has the ability to detect lateral and horizontal movement of the controller.
----------------------
Swords are generally moved in a lateral and horizontal movement, and also move through distance by "lunging" and "Striking"
----------------------
The input from the Wii controller should be sufficient to simulate some, but probably not all of generic sword movements with high accuracy.
---------------------
Hardware problems: In order to measure distance between the television and player, the infrared sensor needs to maintain contact with its "zone". Once the controller leaves the zone (I.E. when you move your arm back to gain momentum in a swing) the distance may estimate may be ruined.
Without the ability to determine distance, it is nearly impossible for the controller to inform the program how/where it is in space. Although the rotations of the sword will be mimiced in almost real time no matter where the placement of the controller, the input will be limited to a sword rotating on a unmovable axis.
Imagine a sword stuck on a pivot that stays in one spot and only knows to rotate in circles.
Without the ability to measure distance, it would be impossible to know if you are holding the sword high above your head, or low to the ground, or far infront of your body.
--------------------
So is it still possible?
I don't know, in some crude form it may be possible. But the idea of free form sword play is gone.
---------------------
Ideas how to fix this?
The controller is inadequate for the purpose of simulating sword play, but perhaps some sort of add-on controller could, since all you need is another form of input to determine the missing factor.
The best place to determine the placement of the sword in space is probably by the tip. So perhaps in the tip of this "Add-on" product they could include some sort of device that could reasonably measure the movement of the weapon.
Radio waves? (radio emitter from tip of sword to receiver near screen)
Reverse laser detection? (screen searching for tip of sword instead of tip of sword searching for screen)
Some sort of wierd weight monitor? (the idea being that as the sword moves in space, weight is transferred and can be measured for programming purposes)
Or perhaps they just widen the laser pointer sensor to encompass the 4 points instead of one(in front, to left, to right, and above)