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hyperPad

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  3. Calculate distance output

Calculate distance output

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  • iTap DevelopmentI Offline
    iTap DevelopmentI Offline
    iTap Development
    wrote on last edited by
    #4

    In the info about the behavior, it’s says to multiply by the zoom. But if your zoom is 50% and you multiply by .5 that isn’t right.....you would have to multiply by 2.
    I think they meant to say divide, because that works normally.

    So anyway, just divide the distance by the zoom, and you should have the right number.

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    • T Offline
      T Offline
      Thecheater887
      wrote on last edited by
      #5

      I can compensate for the screen flawlessly, but logically to me, the screen zoom should have no effect on the distance between objects.

      If I’m in a helicopter looking at a car and a boat that are a mile apart, they might look a foot apart to me, but they’re still a mile apart in reality.

      My complaint is it returns a value based on perception, not reality.

      iTap DevelopmentI 1 Reply Last reply
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      • T Thecheater887

        I can compensate for the screen flawlessly, but logically to me, the screen zoom should have no effect on the distance between objects.

        If I’m in a helicopter looking at a car and a boat that are a mile apart, they might look a foot apart to me, but they’re still a mile apart in reality.

        My complaint is it returns a value based on perception, not reality.

        iTap DevelopmentI Offline
        iTap DevelopmentI Offline
        iTap Development
        wrote on last edited by iTap Development
        #6

        @Thecheater887 I totally agree! But in your first post, you said the unit wasn’t in meters. All I was saying is that it is, but it doesn’t take zoom in to account.
        Sorry if I misunderstood you.

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        • iTap DevelopmentI iTap Development

          @Thecheater887 I totally agree! But in your first post, you said the unit wasn’t in meters. All I was saying is that it is, but it doesn’t take zoom in to account.
          Sorry if I misunderstood you.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #7

          @iTap-Development How can metres be different if zoom is different? Metres don't change because of zoom. They're still metres. The number of metres shown on the screen changes. The number of metres between any two objects doesn't change, either.

          iTap DevelopmentI 1 Reply Last reply
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          • D Deeeds

            @iTap-Development How can metres be different if zoom is different? Metres don't change because of zoom. They're still metres. The number of metres shown on the screen changes. The number of metres between any two objects doesn't change, either.

            iTap DevelopmentI Offline
            iTap DevelopmentI Offline
            iTap Development
            wrote on last edited by
            #8

            @Deeeds the unit is meters! What other unit do you think it is?
            If it wasn’t meters, you couldn’t divide by the zoom and get the right distance.
            The only problem is that it doesn’t take zoom into account.

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            • T Offline
              T Offline
              Thecheater887
              wrote on last edited by Thecheater887
              #9

              The way it’s set up, is that one SCREEN pixel is one meter according to hyperPad.

              It should be set up so one GRID pixel is one meter.

              This issue also affects movement and velocity.

              D 1 Reply Last reply
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              • T Thecheater887

                The way it’s set up, is that one SCREEN pixel is one meter according to hyperPad.

                It should be set up so one GRID pixel is one meter.

                This issue also affects movement and velocity.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #10

                @Thecheater887 In a game engine with dynamic zoom? Surely you're kidding.

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                • T Offline
                  T Offline
                  Thecheater887
                  wrote on last edited by
                  #11

                  The screens I would think would be set up as camera’s, reflecting a portion of reality like in 3D Games, but I could be reading the wrong book entirely.

                  D 1 Reply Last reply
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                  • T Thecheater887

                    The screens I would think would be set up as camera’s, reflecting a portion of reality like in 3D Games, but I could be reading the wrong book entirely.

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #12

                    @Thecheater887 That's how they should be. That's how I'd been assuming they operated.

                    And I'm abusing dynamic zoom, heavily.

                    But I'm not doing any distance measurements... except for one... that does have an interesting drift bug in it that I've never managed to track down................................

                    ......... me heading back to look at my camera lerping's reliance on distance between a camera dummy and the hero............

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                    • Aidan_FireA Offline
                      Aidan_FireA Offline
                      Aidan_Fire
                      wrote on last edited by
                      #13

                      I once asked Hamed about this, I don’t think they are going to change it, it was intentional.

                      D 1 Reply Last reply
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                      • Aidan_FireA Aidan_Fire

                        I once asked Hamed about this, I don’t think they are going to change it, it was intentional.

                        D Offline
                        D Offline
                        Deeeds
                        wrote on last edited by
                        #14

                        @Aidan-Oxley Why am I not surprised?

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