Development with Xbox Kinect... on Xbox

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5 comments, last by lmbarns 12 years, 8 months ago
I am designing a prototype for what will later be a more significant project, which is ultimately targeted to run on the Xbox with the Kinect. This prototype is not commercial (yet). I am aware that Microsoft has recently released a SDK for Kinect on Windows, and I have also seen open source Kinect libraries like OpenKinect. But both of this libraries will only run on Windows. I am not a licensed Xbox developer, so I cannot access the official XDK. Short of reverse engineering the Kinect, is there any library, clever hack, or other solution that I could use to get my prototype working on the Xbox?
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An MS rep said they plan to add Kinect support into XNA but who knows when that will happen. The SDK for Windows is a step forward though.

An MS rep said they plan to add Kinect support into XNA but who knows when that will happen. The SDK for Windows is a step forward though.


Well the Windows SDK will probably be a fairly straight forward port from the XDK by the way.

Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, theHunter, theHunter: Primal, Mad Max, Watch Dogs: Legion

Also note that although there are open source drivers for the Kinect you will not be able to produce commercial software with them without running into trouble with Microsoft.

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Also note that although there are open source drivers for the Kinect you will not be able to produce commercial software with them without running into trouble with Microsoft.


Dang, so all the people using openNI to make games with Unity + kinect can't sell the games? I was considering buying a kinect for my next project. Why do they even have the Windows Kinect SDK if they don't want people using it?

[quote name='XXChester' timestamp='1311098899' post='4837536']
Also note that although there are open source drivers for the Kinect you will not be able to produce commercial software with them without running into trouble with Microsoft.


Dang, so all the people using openNI to make games with Unity + kinect can't sell the games? I was considering buying a kinect for my next project. Why do they even have the Windows Kinect SDK if they don't want people using it?
[/quote]

Correct from my understanding. You have to remember, those other SDK's are hacks and not produced by Microsoft. They want people to play with Kinect via their learning SDK but they want people to pay the big bucks to produce something commercially; which in my mind is rightfully so, they have produced the greatest motion capture device for personal use as of to date.

Remember to mark someones post as helpful if you found it so.

Journal:

http://www.gamedev.net/blog/908-xxchesters-blog/

Portfolio:

http://www.BrandonMcCulligh.ca

Company:

www.gwnp.ca


[quote name='lmbarns' timestamp='1313701956' post='4850939']
[quote name='XXChester' timestamp='1311098899' post='4837536']
Also note that although there are open source drivers for the Kinect you will not be able to produce commercial software with them without running into trouble with Microsoft.


Dang, so all the people using openNI to make games with Unity + kinect can't sell the games? I was considering buying a kinect for my next project. Why do they even have the Windows Kinect SDK if they don't want people using it?
[/quote]

Correct from my understanding. You have to remember, those other SDK's are hacks and not produced by Microsoft. They want people to play with Kinect via their learning SDK but they want people to pay the big bucks to produce something commercially; which in my mind is rightfully so, they have produced the greatest motion capture device for personal use as of to date.
[/quote]

Yea I haven't bought one yet but from examples I've seen I was really impressed. Even if I can't publish a game with it, the animation recording from it looks mind blowing. I imagine studios that use motion capture for rigging characters have spent fortunes on the equipment, yet a $150 kinect and $400 in software allows the same thing by anyone, artist or not. I think it would pay off really quick.

Second half of this video is a great example http://www.youtube.c...player_embedded

If the video isn't working it's: watch?v=QgpYy-XJcNU&feature=player_embedded appended to the end of the main youtube url.

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