Abstract: Described herein are implementations of various technologies for a method and apparatus for providing marine electronic data. In one implementation, a screen may display marine electronic data. A cursor may be provided that is movable by placement of a finger over the cursor. A request to display the cursor at a position such that the cursor is not obstructed from view by the finger may be received. The requested cursor may be displayed at the position on the screen.
Abstract: Described herein are implementations of various technologies for a method and apparatus for providing marine electronic data. In one implementation, a screen may display marine electronic data. A cursor may be provided that is movable by placement of a finger over the cursor. A request to display the cursor at a position such that the cursor is not obstructed from view by the finger may be received. The requested cursor may be displayed at the position on the screen.
Abstract: A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character's bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.
Abstract: A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character's bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.