Right now i’m experimenting with Kinect to animate a 3D model or model skinning by using Kinect. To calculate the joint orientation, first i need to obtain the three orthonormal axes (X, Y, and Z) and create Quaternion to change every bone orientation. By this way, the noise produces by Kinect can be reduced and character movement [...]
Archive for the ‘Game Programming’ Category
Kinect Joint Orientation Demo
Posted: March 18, 2012 in C/C++, Game Programming, Kinect, OGRE 3DTags: Joint Orientation, Kinect for Windows SDK, OGRE, Quaternion, Skinning Model
Launch launch Launch Saturn V
Posted: January 22, 2012 in C/C++, Game Programming, OGRE 3D, ProgrammingTags: Bullet Physics, OGRE 3D
Hi, it’s been long time since my last post. I’ve just finished a project titled “Launch Launch Launch Saturn V”. I made this using OGRE 3D and Bullet Physics. Oh yeah, if you want to look at the code you can get it from google code: http://code.google.com/p/azbullet/
RayIntersect on Terrain
Posted: September 22, 2011 in C/C++, Game Programming, OGRE 3D, ProgrammingTags: Computer Graphics, OGRE
To get ray intersect on worldGeometry is can be read here (http://www.ogre3d.org/tikiwiki/Intermediate+Tutorial+2&structure=Tutorials), but if Terrain or TerrainGroup is used, the code will be slightly different: On the code above, instead RaySceneQUery, RayIntersect is used, a variable std::pair <bool, Ogre::Vector3> is used to store value of RayIntersects function, use test.fisrt to check if the Ray intersect [...]
Displaying Command Line on OGRE
Posted: September 22, 2011 in C/C++, Game Programming, OGRE 3D, ProgrammingTags: Computer Graphics, OGRE
This article is small tips that can be used to debug Ogre Project. By using this std::cout can be used. Open your project Properties, then on Configuration Properties -> Linker -> System, change value of SubSystem to Console (/SUBSYSTEM:CONSOLE). Then on your source code change to this The last step, add #include<iostream>
OGRE Precompiled Header on VS 2010
Posted: August 8, 2011 in Game Programming, OGRE 3DTags: C/C++, OGRE
Precompiled header is used to boost build time since an OGRE project will take quite long time when it is compiled. A complete tutorial to build precompiled header can be found here. But additional configurations will be needed when Visual Studio 2010 is used. Right click project -> Properties -> Configuration -> All Configuration, C/C++ [...]
(AS3) Accelerometer on AIR SDK
Posted: April 19, 2011 in Android, Flash / Actionscript 3, Game Programming, ProgrammingTags: accelerometer, AIR SDK, Android
In this article i want to share a simple way to use accelerometer on AIR SDK. Since we’re using AIR SDK, you can deploy your application in Anroid or IPhone. But the code that i want to share is actually intended to be deployed on Android (since i don’t have IPhone device) :p First we [...]
AIR Application on Android using FlashDevelop
Posted: April 17, 2011 in Android, Flash / Actionscript 3, Game ProgrammingTags: Actionscript 3, AIR SDK, Android, Flash, Flex SDK
Developing Flash Application to run on smartphone such Android can be very interesting. My intention is to port my flash game into android platform and finally, after some configurations on my computer, i can create a simple flash application that runs in Android. Don’t expect much to my application, it just displays images of android [...]
Pathfinding Using Region Growing Algorithm
Posted: April 8, 2011 in Algorithm, Game Programming, ProgrammingTags: Pathfinding, regain Growing, Video Game
Region Growing Algorithm is one of pathfinding solutions and it is simple to implement. For example, in a game you have a map of two-dimensional-array and you want to move a character from start point to end point. The advantages if you use Region Growing are you don’t have to check every tiles and effective [...]
F# With XNA Game Studio
Posted: April 5, 2011 in F#, Game Programming, Programming, XNATags: F#, XNA
I’m currenly trying how to create XNA game with F# and the result is quite interesting :) This experiment was using Windows 7 x64, .NET 4.0, and XNA Game Studio 4.0 First step is creating F# Application using Visual Studio 2010 Then in your project expoler add references to XNA 4.0 libraries Write code below [...]
(AS3) Change Focus to Specified Movie Clip
Posted: April 5, 2011 in Flash / Actionscript 3, Game ProgrammingTags: Actionscript 3, Flash / Actionscript 3, KeyboardEvent, MouseEvent
I want to give a simple trick about how to change focus to specified movie clip. You may have problem with keyboard input when your movie clip are closed/unclosed by other movie clip, your movie clip don’t want to receive keyboard press event until you clik on your application window. Here’s the trick : mc [...]



