• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
LReiter

Programming a simulation of a moving hand

6 posts in this topic

Hi everybody,

I've registered here since I'm having a few questions regarding an university project.

The goal is to display a virtual hand on the screen which is movable via a motion tracking device.

I have knowledge in C and have just started to dive into a couple of OpenGL tutorials.

However, I'm asking myself whether this is the right approach. I'd like to not render the hand directly in OpenGL, but rather build a 3D Model (I do have experience with CAD programs, for example) and have it movable on display by analyzing the data from my motion tracking device.

Do any of you have any tips on how to approach this project? I'd be very thankful.

I hope I'm not hurting any posting guidelines or anything. Also, English is not my first language so please excuse a certain "sloppyness".

Thanks!

LReiter

0

Share this post


Link to post
Share on other sites

Keep your goal in mind:  You want to make a virtual hand that is movable via motion tracking device.

 

 

Your goal does not say "Write a 3D graphics package."  

 

Use an existing graphics system instead of writing your own.  Writing your own simulator could take many months or even years, depending on the scope of the project.

 

 

From the description you need a few boxes and tubes which can be trivially created, and you have joints that can be moved.  You could get just about any existing 3D engine to do this project.

 

 

Somebody who is already comfortable with Unity3D could reasonably script an articulated hand via motion tracking with just a few days of work, possibly less if the motion tracking data is easily usable.

2

Share this post


Link to post
Share on other sites

How are you going to get the motion tracking data from the tracking device?  Do you already have the device and software that extracts the data from it?

1

Share this post


Link to post
Share on other sites

"The goal is to display a virtual hand on the screen which is movable via a motion tracking device."

 

0. What kind of sensor are you using?

1. Does your Hand's mesh needs to operate in a 2D surface or a 3D space?

2. How many degrees of freedom do you have in the system and of what type?

Edited by Eliad Moshe
1

Share this post


Link to post
Share on other sites

First of all, thanks for the initial help.

My device is a Polhemus FASTRAK from 1996, however in full working condition. The most recent drivers are working perfectly.

Basically the "hand" is supposed to be an abstract representation of a hand/arm with a few joints. There are, I believe, 6 DOF - the "arm" will be restricted at the shoulder, the movement of the hand is recorded and the attached arm is manipulated by that movement. I will however talk to my boss about the degrees of freedom ASAP and then post here again, probably tomorrow. I believe they are: the 3 linear movements of the hand in x,y,z direction and the two angles in which you can tilt the hand (in front and to the side) as well as one more that seems to elude me as of now.

I want to have it all displayed in 3D with the possibility of, for example, displaying dots that disappear if "touched" by the hand.

All in all I thought to write a program in VisualC++2010 which works with OpenGL to maybe use a 3D model made with Blender. What frob said sounds good as well, I however fear that some additional features (dots?) won't be possible by just using an existing engine.

One last thing, the data comes from the FASTRAK in continuous columns of numbers. You can put these into a "pipe", which sounds to me like a possibility to feed this data into a self-written program. I have no experience with that so far, however.

Thanks again!

0

Share this post


Link to post
Share on other sites

It's very much close! Preferably, however, it should be in 3D and not use the Kinect as hardware. But this looks really good so far.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0