Quit thinking of the 3D aspect. At the end of the day, the remote can point at a point on the screen and then move towards/farther and be tilted left/right. They aren\'t going to emulate the way the remote works, they will just emulate another system that gives the same end result. It\'s just a control system, and not one that is THAT complicated.
Mouse = point on the screen. (remote orientation)
ASDW = towards/back, tilt left/right. (Remote distance, tilt angle)
QE = L/R buttons (buttons)
SHIFT/CTRL = A/B (buttons)
SPACE = Select
ENTER = Start
CAPS/TAB/ALT = Extra buttons.
As to the position inwards/outwards, I would imagine most games are going to have a fairly reasonable "area of use", ie, 5-7 feet from the tv, in a cone in front of it. People aren\'t going to be turning around in their seats, rolling the remote over and over or anything. When they make the emulator, they will calibrate the controls to something reasonable through trial and error, probably.
Worried about games that use the d-stick? Howabout:
Mouse = orientation
Mouse buttons = A, B, C
Mousewheel = towards/away
OR
2/X = towards/away
ASDW = dstick
QE = tilt L/R
End of the day, it\'s easy to emulate any control system. They\'ve managed to emulate lightguns, steeringwheels, remotes, everything. It just comes down to the fact that there is a finite amount of control data coming from any controller, and the mouse/keyboard is well up to giving that same amount of data, albiet not in the same manner. A bit of creativity is all that is needed.
As for the \'golf\' thing... how did you play golf video games on the SNES without this fancy control system? How do you play them now on PC or on a PS2? Each control system can do the same things in a different way, and programmers are well up to the challenge of finding an easy-to-use substitute for a 3 space remote.