Quote:
Originally Posted by Gdeaver
So what is the best driver presentation. Arguments welcomed.
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I think the most important design decision is to fundementally separate control and implementation in such a way where it becomes trivial to switch things around for trial and error. Also make it where there is a desired movement lead what is physically possible. I have solved these problems already where I fundementally work with a 2D vec of desired velocity and a float for heading. I have a class that figures out how to make that work. With this approach I can achieve the feel (e.g. elastic bell curve on rotation) of what the ships do in the game demo link I sent.
Me personally I think one arcade drive joystick just like tank with some strafe buttons elsewhere... but I want to customize to what the driver wishes.