Hot answers tagged motion-control
17
"The non-commercial Kinect SDK for Windows will be released this spring, Microsoft said, and a commercial version is planned for a later date. The company said the SDKs will include support for audio, the Kinect API and direct control of the sensor."
That being said, if you don't want to wait, there's a lot of work being done on several fronts with ...
12
What's being shown as "FPS based" there is . . . well, basically, it's awful. It's pinning the game's speed to the performance of one particular computer. If you upgrade to a nice fast computer, your game will suddenly run in turbo speed, if you downgrade to a slower computer you'll be grinding around in slo-mo.
The real choice is fixed time step vs. ...
7
This lag-vs-responsiveness issue is the situation with virtually all motion controllers, whether something like the Hydra, the Wii Remote, the Kinect, or the PlayStation Move.
The problem is this:
When an input stream is coming in, you're making a decision on a frame-by-frame basis about whether or not to trust the input data; whether the trends you're ...
5
Edit Affine invariance requires this version of curvature apparently.
http://en.wikipedia.org/wiki/Affine_curvature#Affine_curvature
Assume that is what I am referring to. (Although normal curvature I think is invariant to rotations which could be good enough).
Edit for a scale invariant version of curvature look here
...
4
In very broad terms, you probably want to define a gesture as a direction, followed by a [possibly very-short] delay, followed by another direction (and the relative angles between the directions, etc., until the end.
For example, making a "t" with your wand (and don't forget that some people are lefties, so your definitions should not be hand-dependant!) ...
3
You can calibrate the Kinect before using it. Like letting the patient stretch his arms, stand straight, just let him do some predefined poses. From this data you can calculate his skeleton and then use relative data to compare it.
Another possible way would be to focus on angles at the joints. This may be a bit more unrelated to body size, but I don“t know ...
3
In order to understand what motion controls might be good for, one should look at the way one uses the motion controller:
Endurance - motion controls require more movement than using traditional controllers. This limits the length of the interaction with the game to the amount of time in which one gets physically tired from moving. This requires a motion ...
3
There's a button and virtual joystick implementation for cocos2d called "SneakyInput". Here's a tutorial that might help you use it.
1
It feels weird to answer my own question, but I think I've found my solution.
//Pseudo-Java
update()
{
//deltaYaw is the change in yaw of the controller since last update
//yawBuffer is initialized to zero, and only modified here
//coneAngle is the stabilizing cone
deltaYaw = getData().yaw;
yawBuffer += deltaYaw;
if ...
1
I think the most obvious point is that motion controls are analogs.
Using an analog controllers as a digital controller is possible. But it's also less efficient : digital controllers are more responsive and less prone to failures. Unresponsive controllers are bad. Try playing a game like street fighter with an analog gamepad : it's terrible.
I would say ...
1
Latest news is that Microsoft will be coming out with a no0n-commercial version of an SDK for Kinect in Spring.Below is the link from Microsoft.
http://research.microsoft.com/en-us/news/features/kinectforwindowssdk-022111.aspx
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