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Posts: 4,384 | Thanked: 5,524 times | Joined on Jul 2007 @ ˙ǝɹǝɥʍou
#2859
Originally Posted by daperl View Post
Very simple. That's zero lines of code inside the OpenGL render loop. When the program starts it makes the assumption that the pad is perpendicular to your line-of-sight. An accelerometer/gyro thread fills the line-of-sight delta coordinates for the transformation matrix.
The trick you described is already used on several iPad games I've seen (war pinball, some ball + wooden maze thingy, etc).

It's pretty good, but not great.

This one takes into account the user's face position (and distance?) to render a much more accurate and realistic 3D...
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