Overview of implementing Kinect and Unity 3D Integration [closed] - unity3d

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I am looking to make a simple game project in the Unity 3D environment, that utilises the Kinect to have a game character mimic what occurs in real life. I am trying to achieve this in the shortest time possible. I am a relatively new programmer fluent in Python and with some knowledge of Java.
So I've been reading all over the internet about guides on Unity 3D, libraries like Zigfu, the Kinect, etc... But it's all scattered and presumes quite a lot of knowledge, so I was hoping someone could offer clarification.
Questions:
What packages are needed to achieve this (I hear terms like XNA, Zigfu, Microsoft SDK being thrown around), and what would you recommend based on the circumstances?
What resources are good, and where should I start. I want to try reduce redundancies (a lot of Unity tutorials cover stuff like rockets, life bars, etc that I'm not interested in). I'm a bit overwhelmed with the multitude of tutorials, and a lot of them seem very involved time-wise, and I'm just interested in getting something up as fast as possible.
Will I need to learn another programming language / which would be the best to use to achieve these goals?

I just tried Motion Toolkit package from Unity asset store. It is based on Omek Beckon middleware and actually offer a sample that does exactly what you want, an avatar that is animated by movements of a person in real life.
It is implemented in C# though, but integrated very good into Unity, So I guess you'll be able to use Boo (which is Unity scripting language based on Python)

Related

Where can I get more training on Cocos2d [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I am brand new to Cocos2d and have begun making a simple card game. I've followed the simple 3 part tutorial on the main Cocos2d-iphone website, but it did not cover everything I need. While it covered a large amount of information, there are still many things that are left out. For example, I had to view other project's source code in order to know that I must create an NSMutableArray of images for the cards, then make 2 sided objects (for front and back), then use a very special "shuffle" program. While that's great and all, I'm stuck for the next phase of the game, which is:
Dealing to players around the table
*Face down for all 3 AI players, but face up for the main player
*Dealt in specific pattern, fanned out like you were holding them in your hand
I've viewed several OLD (3 years) projects that are available online, but they were only slightly helpful. Some of the projects have a HUD layer, while others don't. Some projects don't even use the Cocos2d framework, but some do.
Anyway, I'm really eager to push on and keep working but my knowledge level is just not where it needs to be in order to proceed. If anyone could offer some guidance, I would deeply appreciate it. Sitting on my hands and googling night after night is driving me crazy.
If you are new to Cocos2d, or want to start cocos2d game development..
try some of the tutorial by Raywenderlich. He has some good tutorials for beginners and intermediates.
This is an excellent website with an excellent book. I used it to teach myself Cocos2D.
http://www.learn-cocos2d.com
Nothing beats youtube. type in cocos2d tutorials and maybe learn something new!

Does anybody know any very basic stm32 tutorials? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
Recently I've started on a project which requires a Cortex M3 processor.
I have some previous experience with 8bit AVR microcontrollers, so I was hoping for a not to big transition.
So I've bought a STM32L-Discovery kit (since low power is an important point) and started looking at some examples.
However, I'm completely stuck at the beginning.
When programming with AVR it was all very straightforward, just by including 2 or 3 files it was possible to write a simple main.c for like say a blinking LED.
However the examples in IAR EWARM (which I'm using) all look very bloated, lots of files which make it difficult to start. I'm having the same problem with most online tutorials.
Does anybody know any (very) simple tutorials which might help me. I'm thinking about purchasing "The Definitive Guide to the ARM Cortex-M3" since it seems highly recommended.
This might be a very dumb question but I'm stuck for too long now and I'm feeling a bit desperate.
I completely agree with you. I am also starting out and I find it difficult to even scratch the surface! I have some good experience with PICs, but with ARMs the learning curve is really steep.
For the STM32F4Discovery I am using, ST provides a number of examples. Starting from simple pin toggling. I am going through the main.c file which for every example is well commented, and try to understand from there. They have a peripherals library, so locate that and look into the declarations of the functions. I learned a few things like that.
Also make sure you reference the actual manual of the ARM you are using.
I think it boils down to how much time you have to spend. Speaking for myself, I don't have the time to go through the manual and understand how everything works. If you do find some good sources please post them!
In closing I am pasting a couple of urls I am found useful information:
http://www.hitex.com/index.php?id=download-insiders-guides
http://www.micromouseonline.com/category/stm32/#axzz1wMO2VjAI
I would suggest using CMSIS and standard peripheral library for programming ARM Cortex. Here are some tutorials on how to set up things and start writing code:
http://www.embedds.com/arm-cortex-tutorials/

Which should I choose for an iPhone game: HTML5 or OpenGL ES? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I am interested in developing IPhone game and am confused whether to choose HTML5 way to do it using Phonegap or using OpenGL ES.
I have developed HTML5 based games but I have never used OpenGL. This is very basic games and requires some great lighting. It's rocket flare game where rocket comes down to earth flaring.
If you have already programmed a game in HTML5, you should know whether this approach is ok for you or have some limitations. Big benefit is you don't have to develop the game for each platform, and this is a big plus.
On the other hand, using OpenGL ES will give you access to all the potentiality of hardware acceleration has they are available on iOS and possibly improve your frame rate. But you have a steeper learning curve and this is not exactly a multi-platform approach.
In any case, if you are interested in giving a try to OpenGL, I would suggest looking into one of the frameworks that are available out there to make you life easier, both as far as ease of use (programming) in concerned and portability.
One great framework is cocos2d, including one of the two major physics libraries it supports, chipmunk and Box2d.
Another framework you could look into is Cinder, and a third one is openFrameworks, depending on your game overall feature set.
I have worked mostly with cocos2d, and IMO this is the best option if you want to build a game; the other two frameworks, that I have only investigated about, offer a better integration of different technologies, like audio, video, besides OpenGL. As far as I know, none offers an IDE allowing you to define your scene or sprites. Anyway, for cocos2d there are several tools that make easier to manage texture atlas, tilemaps, or define the shapes of your sprites (e.g., for collision detection).
The only framework I know of that also sports an IDE is Unity3d, but this has a cost.

Should i choose ogre 3d or unity 3d? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I'm new to game development.i'm good at c++,c,python so programming is not my problem. but i'm confused between ogre 3d and unity 3d (free version).i know that both are different ogre is something like API and unity is game engine. but i'm really confused which to use for my project. i've 1 month for the project and i need to develop a game with good graphics in small time. can anyone direct me to a right path.? can anyone give me pros and cons of unity and ogre..?.
in short, which one is better for game development..?..ogre or unity (free version)..?
"Better" is a relative term, because each has pros and cons. Ogre has the advantage that it's more flexible and more low-level so if you are intending to become a game programmer (it sounds like this is a programming assignment) then you are going to learn more useful stuff from it. However Unity is MUCH simpler to use and thus you'll get more done in the month.

Best Highscores Framework - iPhone [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I am trying to decide between:
OpenFeint - http://www.openfeint.com/developers
Agon - http://developer.agon-online.com
ScoreLoop - http://corporate.scoreloop.com/features
All of the websites look clean. I don't know how many users they have but ScoreLoop has some recognizable games using the service.
Have you tried any of these platforms? Which is best?
Open Feint has some of the most well known apps as cross-promotions. Open Feint has a nice Objective-C API, matching Cocoa Touch.
Agonn has not as many apps for cross promotion, but are growing fast. Agon uses a C based API.
I Have no personal experience of ScoreLoop. But I understand that it allows much better UI customization than the other, making it easier to make the leader boards an integrated part of your game.
I just started experimenting with ScoreLoop, and so far I really like it. Integrating it into my cocos2d based game was pretty straightforward (just following the Getting Started document). It looks like there's a lot of room for UI customization, but I haven't really had a chance to play with this yet.
As far as I understand it, one of the differences between ScoreLoop and similar services is that in ScoreLoop, challenges are a central concept. So if your game can use challenges (mine will), this might be a good choice. It doesn't support chat, though. If you want more social networking features, OpenFeint might be worth a look.
I haven't personally tried any of these but Cocos2d also has a high-score framework built in.
I have good experience with OpenFeint. The developers were responsive to all my questions and helped me work around a few limitations.