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Messages - Deceit

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Wiimote Gaming & Flash Gaming Projects / Re: Table Top Computer Board Games
« on: December 23, 2008, 08:51:31 PM »
well i work at UPS currently and i have a projector and tv repair man on my route, im sure he will be able to give me some insight on how to go about "making" my own version of a cheap projector, in fact he will more than likely be willing to help, but that will have to wait untill peak season is over ( were slamed at the moment and i have no time for that conversation in my days right now ;D)

Wiimote Gaming & Flash Gaming Projects / Re: Table Top Computer Board Games
« on: December 22, 2008, 08:41:55 PM »
yeah deffinatly the "tron" type grahpics are a good call, i just got off work so im about to get working on the engine mock up i started. almost have a playabe 1 player test

EDIT: ok now that the rough demo of stage one is done, ive started working on the IR calibration code (taking much longer than expected) lol but i am making it from scratch, most of the night was devoted to learning the math ;)

anyway this will probably take a few days to impliment so nick ill be sure to get you the "alpha" soon, this way you can have plenty of time to look it over
  (its nothing special yet but it your like me, seeing it work will help stir the imagination).

lol now i have to go to bed, but i bet ill wake up in 30 mins wanting to work on the calibration more ;)

Wiimote Gaming & Flash Gaming Projects / Re: Table Top Computer Board Games
« on: December 22, 2008, 12:13:54 PM »
if your up it it nick that would certanly help out, at the moment im still working on the basic engine so im just using place holders for now.

 but we should all get on AIM or something to talk about features and the overall "feel" or look we are trying to acheive

i should have the first stage's (reinforcment) engine done and ready to show your guys by tonight or tomarrow morning at the latest ( had some problums with my D3D drivers yesterday but thats all fixed now,... still dont know why they crasheds :( )

anything helps so feel free to give your input or provide resorces... thats what im here doing ;D

anyway i have to go to work but my AIM is : Deceit303

i should be on later ,

General Hardware Talk / Re: Distance between IR points
« on: December 19, 2008, 05:38:42 AM »
ok well i actualy just figured this out... i dont know if this is the "way it works" lol but this "way works" ;D

the distance is simple math... the view prespective is where the trig comes into play.

so here it is:
"dx is the Distance between dot1 and dot2 in the IR cameras view on the X axis"
dx = dotOne.x - dotTwo.x

"dy is the Distance between dot1 and dot2 on the Y axis"
dy = dotOne.y - dotTwo.y

now we have our dots on a 2D plain...
imagin looking down at them placed on a grid, as you move your head closer the dots spread further (or the Distance between them gets larger)

so if we find the square root of the distances...

distance = sqrt(dx*dx + dy*dy)

it essentialy gives you a Z axis, or a corrisponding number that can be placed there  :D

hope that helps explain it for you,


   awsome ideas guys, wiiweeyum i really like the RTS idea and your enthusiasm ( lol and yes those pics were awsome), and im glad to hear your intersted in helping. we should deffinatly get some brain storming sessions going, that way we can get it down on "paper" and compile a direction for a project. i think you would like some of my ideas for the FPS as well,

  ive been racking up diffrent was to impliment movement, i think i actualy found one that works well "in my head anyway" still trying to code a sample :-[ but i will try to draw up some diagrams and post them tonight!

  i think i might try a small mock up of the RTS tho, only with a horizontal laptop for now. really i just want to show my firends how cool it is to play a video game with your face on the table 8)

(see this is why i need a clear direction!)  thats two more thing that are going to keep me up till 6 am again :D , anyway it sounds like your willing to help, and like you have some great ideas bouncing around in your head so i wouldnt mind sending you my .blend demos and updates of new featurs, if your in.?.

keep the ideas coming guys


hey guys , just thought id put it out there that i have a decent game engine demo using head tracking in blender.

only problum is that i dont have any good ideas for a mini game to really give me the motivation to keep up progres :-[

curently i have a small FPS shooter that im working on but thats all i have for it (shooter) <<< no other ideas of what im going to shoot or the goal of the game

so i was hopeing to get some feedback on what kind of games this community would like to see ;D
ex: i read someone wants to see a dodge ball game "might be the one"

so please bounce around some ideas and lets get a "team"(or group) together

looking forward to hear your thoughts

Wiimote Desktop VR/Head Tracking / Re: Any Games with 3d Headtracking?
« on: December 16, 2008, 03:53:05 AM »
ok guys .... like i said all i needed was the bluetooth!!! i am pleased to say that my demo is comming along very nicely now, simple head tracking works great!!!
still figuring how im going to do the rotation of the player in respects to the rotation of the camera to create a smooth, realistic playing experiance, but i have several mock ups to choose from already  :D .

for now i am just using glovepie along with the blender python engine, but as soon as i impliment the wiimote lib into python, goodbye glovepie and hello stand alone

i will keep you all posted as i am still at a very early stage (just stoked that i got it working) but i will post the .blend and .exe with every stable improvement

and if anyone knows python, blender, or anything at all! your more than welcome to hop aboard to help build this demo-engin  ;D

and thex's "wiiconnect" is awsome (lol just thought id throw that in... it made getting started WAY TOO easy)

Wiimote Desktop VR/Head Tracking / only works in debug
« on: December 14, 2008, 04:21:20 PM »
ok im running on vista, when i open the desktop vr in c# it works perfect, but when i try to run the app i get the D3D error, obviously i can run D3D if it works in debug so what going on?

any ideas on why this would be happening

im having the same problem, and i know that my system supports D3D. every other game works great, im running vista as well.............
edit: ok i can run it when i open it thru visual c#, for now i guess that will have to work... go to the download section and get it from the other catagory hope this helps

Wiimote Desktop VR/Head Tracking / Re: Any Games with 3d Headtracking?
« on: December 06, 2008, 02:49:43 PM »
well i still need a bluetooth connection on my comp but i have been working trying to rewrite the code in a python based game engine-(3d moddeling program) called blender, so far (without actual head tracking) using keyd imputs instead of actual head X,Y,Z cords. i am starting to understand how it could be done... as soon as i get it working with the tracker i will post a demo

Wiimote Desktop VR/Head Tracking / python Proposition
« on: December 01, 2008, 05:49:30 PM »
first of all let me say WOW and much kudos to you johnny lee.

the math of your viewport in the head tracker is very impresive to say the least, lol i could go on and on about it but thats not what the topic name is so heres the real body.

would this be possible to program in python? my skills in programming are nowhere near yours, or the math comprehension anyway... but i use blender 3D for alot of my game ideas, to see them work at a low level with little effort

one thing i cant get right is the prespective
(again i just dont understand the math behind it enough yet)
the "fish tank" effect is not there, rotating the "camera" brings more of the enviorment (above,below, and side to side of the rectangles) into the field of view. rather than just chngeing the angle at which it is seen.
"if that make sense,if not i can provide pics of what i mean"

HOW did you get past this snag, ie. thought Process, and problum solving ideas

im going to keep trying and do some more research but if anyone has any good ideas for a place to find explanations (possibly a diagram) of the math used in head tracking it would help alot

or if anyone would like to help recreate this effect with the blender python engine, i can promis it will resault in some awsome examples

Programmers Den / Re: i need visual c #!!!
« on: December 01, 2008, 05:17:36 PM »
thanks for the reply dice. but those are the ones that are not working for me... i get the page cannot be displyed error. am i missing something, at first i thought it was just my comp, but i can download other apps from diff sites.

those work for you?

Programmers Den / i need visual c #!!!
« on: December 01, 2008, 10:43:58 AM »
first of all hi to all. this is my fist post and must say i am looking forward to fallowing this forum, and also dabbeling in the sorce codes provided here.

now for the question..... WHY CANT I DOWNLOAD VISUAL C#, i cant wait to try this stuff out and give it a go with my own apps but it seems the DL link on microsofts page is broke. can someone pls provide me with a mirror or possibly the zip in question?

thank you in advance

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