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 ‘OGRE 3D’ 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++ [...]
Program OGRE Saya yang Pertama
Posted: August 10, 2008 in OGRE 3D, ProgrammingTags: Animation, C#, OGRE
Setelah dipelajari sampe otak panas, kemampuan OGRE saya yang nasibnya “gelap gak jelas” akhirnya menunjukkan titik terang….he he he berikut ini aplikasi OGRE yang suderrrhana banget :) gunanya adalah memanipulasi ukuran objek, kalau kita memperbesar skala y nanti karakter kita akan menjadi jangkung, bisa juga diubah jadi gendut atau pendek :) Dalam OGRE, terdapat berbagai [...]
Game Programming With OGRE 3D
Posted: August 8, 2008 in OGRE 3D, ProgrammingTags: Animation, C#, OGRE
Ahh…apaan lagi ini? kali ini saya lagi membicarakan game programming, yep, saya pernah posting tentang Allegro, nah, setelah diberi tahu oleh teman, saya baru tahu kalau ada library grafis khusus untuk 3D, ya, library ini bernama OGRE 3D, atau singkatnya disebut OGRE saja (kepanjangannya sih Object-Oriented Graphics Rendering Engine). Library ini termasuk open source. O [...]



