Articles

Kinect 2 event at Microsoft Berlin, Kinect remote updated

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Last Friday there was an invite-only Microsoft event in Berlin to discuss their Kinect 2 roadmap. I won’t go into specifics, since people were showing in-progress research and applications, but demos and applications ranged from interactive installations to augmented reality to medical research and stroke patient rehabilitation. It was an amazing display. I’m very happy about this developer-centric approach Microsoft …

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Kinect2 body remote now available on Github

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Last week I published the Kinect2 remote on Github. It’s a .Net4 project which connects to the Kinect2 sensor, handles body messages, packages them and sends over the wire via RabbitMQ to possibly multiple receivers. This has multiple uses, including: Using Kinect data on devices where the Kinect SDK is not supported (such as OSX) Sending Kinect data to an …

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UnitySteer 3 progress, breaking changes, and a quick demo

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Last week saw some significant changes on the UnitySteer 3.0 development branch.  The main ones are all breaking changes from 2.x: AllowedMovementAxes replaces IsPlanar and lets us lock down movement to any axis, instead of just the Y. SteerForWander is no longer framerate-dependent. This means that the wander smoothing had to be applied in a different manner (it’s currently interpreted …

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UnitySteer – immediate plans and upcoming changes

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If you have been following the latest UnitySteer changes,  you probably noticed that I have already implemented the acceleration smoothing changes I mentioned on my last post.  The move from a simple acceleration smoothing to acceleration and deceleration rates is a major change, and will be a breaking change on vehicle behaviors. I’ve concluded that the best way to handle …

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UnitySteer acceleration smoothing changes

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UnitySteer currently has an acceleration smooth rate parameter on TickedVehicle. It’s used to indicate the percentage of the velocity that is actually applied every frame to the current smoothed acceleration. There’s two major issues with this: It’s framerate dependent, making vehicle behavior effectively non-deterministic. It makes it impossible to describe acceleration in the terms that people are used to thinking …

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F# book round-up

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Lately I’ve been catching up on my F# reading, considering porting over some of our backend code. While clearly Mono F# performance isn’t quite there yet, which would require moving the server to Windows, I thought a review round-up of the resources I’ve been using might be useful for people. F# for Fun and Profit. Not technically a book yet …

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Massive Unity interactive installation – preview

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Quick preview of a massive interactive installation we built using Unity and multiple Kinects.

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Possible UnitySteer gotchas

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I was pursuing a UnitySteer issue last week using a sample project provided by Martin Haeusler, and it made me realize that since we have no unified tutorial anywhere, there are some UnitySteer assumptions that might escape new users.   Since I haven’t yet had time to sit down and write a full tutorial – too crazy busy with work – …

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SteerForSphericalObstacleRepulsion facepalm

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Been having trouble with spherical obstacle avoidance? This is likely why.

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UnitySteer 2.7 released

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The latest UnitySteer release contains some major changes, particularly relating to SteerForNeighbor subclasses and vehicle mass to improve performance and simplify the code. I’ve been testing these changes on develop for a while and while they are stable and significantly improve performance, I was somewhat hesitant on releasing them onto master because of how much they potentially change the behavior. …

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