Is there any way to exploit 3D sensor within game?
by Suryadiputra Liawatimena · in Hardware Issues · 04/26/2007 (12:50 am) · 3 replies
Dear all,
Have you seen this before
http://www.sparkfun.com/commerce/product_info.php?products_id=741 ?
that is the 3D sensor with 5 degree of freedom in x, y, z, roll and pitch.
Can you image if we can manage to put that sensor in the end of the sword (that we hold), then in the TGE/ TGEA will recognize the input from the 3d sensor and control the sword in the 3D world?
Also I image if can we make 3D sensor + digital compass at the user helmet, two at his shoulders, 2 at his elbows, 1 in his belt, 2 at his knees and 2 at his ankle/ shoes. I would like to see/ have that in the 3D game engine the avatar is move accordingly with those sensor. Perhaps we can combine them with TV-MAN (like walkman/ discman) so when the helmet is turn and the rest of sensor still then the avatar in the game only turning his head. but when the helmet is turn, the shoulders sensor turn slowly and the feet's sensor turn, the avatar is reall turn left/ rigth direction.
I would like also to have button to run and to walk in his left hand control. so when he is pressing run button then the avatar is also running in the 3D world.
Can we made custom control the avatar elbow, knees, shoulder, head with paramaters? So I can manage to read the value from the sensors and put the right parameter corresponding to the location of the sensor (for example: hand raise up, and the elbow moving back, then make a quick slash motion to the front from above)?
I need this information or may I suggest garagegames developer will create this kind of capabilities. Something like Nintendo Wii games but we immerse ourselves in the 3D world.
Thank you very much in advance.
Best Regards,
suryadiputra liawatimena
Have you seen this before
http://www.sparkfun.com/commerce/product_info.php?products_id=741 ?
that is the 3D sensor with 5 degree of freedom in x, y, z, roll and pitch.
Can you image if we can manage to put that sensor in the end of the sword (that we hold), then in the TGE/ TGEA will recognize the input from the 3d sensor and control the sword in the 3D world?
Also I image if can we make 3D sensor + digital compass at the user helmet, two at his shoulders, 2 at his elbows, 1 in his belt, 2 at his knees and 2 at his ankle/ shoes. I would like to see/ have that in the 3D game engine the avatar is move accordingly with those sensor. Perhaps we can combine them with TV-MAN (like walkman/ discman) so when the helmet is turn and the rest of sensor still then the avatar in the game only turning his head. but when the helmet is turn, the shoulders sensor turn slowly and the feet's sensor turn, the avatar is reall turn left/ rigth direction.
I would like also to have button to run and to walk in his left hand control. so when he is pressing run button then the avatar is also running in the 3D world.
Can we made custom control the avatar elbow, knees, shoulder, head with paramaters? So I can manage to read the value from the sensors and put the right parameter corresponding to the location of the sensor (for example: hand raise up, and the elbow moving back, then make a quick slash motion to the front from above)?
I need this information or may I suggest garagegames developer will create this kind of capabilities. Something like Nintendo Wii games but we immerse ourselves in the 3D world.
Thank you very much in advance.
Best Regards,
suryadiputra liawatimena
#2
04/26/2007 (3:41 pm)
The only way I can see this being done in any practical way is by mixing movement some tracking with gesture detection. So, instead of having the character follow the movement 1:1, have the character try to imitate the player whenever possible. It'd require some interesting AI coding, loads of animations and an IK system.
#3
what is IK system?
I have played ninja sword fighting game in the arcade. the game system have big arch (the sensor) and a plastic sword. in the screen only show part of the sword (like 1st person shooter game), the player movement and enemies move also are predefined. something like continuous time based, the player should move his sword when the time is right, if he does not move at the correct time the enemies move will hurt player health. The player moves are limited like Manoel's idea.
How about the puppeter in the TGEA feature? Is that a way to record the real player figure/posture into the computer/ avatar in the game? What is the output of Puppeter and how to use it?
04/29/2007 (9:04 pm)
I think for feedback we can use something like in the PS2 shock controller or like mobile phone battery that can shake when call coming in.what is IK system?
I have played ninja sword fighting game in the arcade. the game system have big arch (the sensor) and a plastic sword. in the screen only show part of the sword (like 1st person shooter game), the player movement and enemies move also are predefined. something like continuous time based, the player should move his sword when the time is right, if he does not move at the correct time the enemies move will hurt player health. The player moves are limited like Manoel's idea.
How about the puppeter in the TGEA feature? Is that a way to record the real player figure/posture into the computer/ avatar in the game? What is the output of Puppeter and how to use it?
Torque 3D Owner Pat Wilson
Sword fighting is, and will be a problem because, while it seems like an easy problem to solve in an intuitive way given a Wii-mote...there is no feedback on collision. Sword fighting, unless it's very one-sided, involves two swords. Without absolute positioning, collision-feedback, it will be very difficult to create a realistic sword-fighting game using the obvious solution of a 1:1 control of sword-to-controller.