Normally when something doesn't work, a good technique is to go off and do something completely different so that the subconscious has time to filter through details of the original thing that didn't work.
This is what Quake looks like if you're a dog:
In addition to "dog vision" I did some research on 8 different types of colour blindness (9 if you include normal vision) and simulated them by colour matrix transforms using info from here: http://kaioa.com/node/75. Then I cvar-ized the lot to let me switch between them at run time.
It's not exactly set up to be optimal in terms of performance - copying the back buffer to another texture then drawing it over the scene, through the filter, as a fullscreen quad is always going to be slow (true render to texture would be faster) - but then again it's not meant to be. It is however a useful tool for accessibility testing in-game, and lets those of us with full colour vision see the impact that our work can sometimes have on those of us who don't.
Tuesday, July 3, 2012
A Dog's Eye View
Posted by
mhquake
at
8:38 PM
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1 comment:
This is one of those awesome accessibility insights most developers doesn't use to have. Great work.
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