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For the love of cursors: interpolate the player's cursor position to MY screen res!

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  • For the love of cursors: interpolate the player's cursor position to MY screen res!

    If you spectate a game and you watch the game from one of the player's perspectives, and they are using a different screen resolution than you, their mouse movements will ALL be significantly off. For example, when they click the minimap, you'll think they clicked in some weird spot (their mouse may or may not appear to have even entered the mini map at all), because their cursor is moving according to their screen resolution.

    To fix this, you dev's can simply interpolate the position of their cursor, so that it is adjusted to be in approximately the correct spot on my screen resolution, even if my resolution is different than theirs.

    Hey, I'll even give you the math.

    (Vector2)Interpolated_Spectator_Cursor_position = Vector2.Lerp(Vector2.Zero, (Vector2)My_Screen_Dimensions, (Vector2)Player_Cursor_position / (Vector2)Player_Screen_Dimensions);

    There, free math. No, I didn't test it. Just wrote it off the top of my head.

    Edit: naah the above code is rubbish and won't work. Because it assumes that the error begins at the 0,0 pixel position. But I'm pretty sure the player's cursor will correctly appear in the middle of your screen if they put their mouse in the middle of their screen. So the error is centered to the middle of the screen, and increases only if they move their mouse away from the center. But the above line of code should give you an idea of what I'm suggesting.
    Last edited by HiRoGliFiQ; 05-02-2016, 07:48 PM.