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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Speed is a matter of perspective</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/09/07/speed-is-a-matter-of-perspective.aspx</link><description>One of the simplest and most effective ways to make your game go whoosh is to adjust the camera field of view. This is the first parameter to the Matrix.CreatePerspectiveFieldOfView method. Most games use a field of view somewhere around 90 degrees, which</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Speed is a matter of perspective</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/09/07/speed-is-a-matter-of-perspective.aspx#4831260</link><pubDate>Sat, 08 Sep 2007 18:48:06 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4831260</guid><dc:creator>Ultrahead</dc:creator><description>&lt;p&gt;&amp;quot;The solution is to dynamically adjust the field of view depending on your velocity. In MotoGP we used a fixed default angle for anything below 100 miles per hour, then gradually widened the camera as your velocity went up, maxing out at nearly double the original angle when you hit that perfect zen moment pegging it down a long straight in top gear.&lt;/p&gt;
&lt;p&gt;As an alternative to raw speed, you can also link the field of view to acceleration. That will add a wonderful lurching enhancement to any game that features a turbo booster button.&amp;quot;&lt;/p&gt;
&lt;p&gt;Great advice.&lt;/p&gt;
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