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skooter500
13 years agoExplorer
C++ OpenGL/Kinect/Bullet Physics example project
Apologies for cross posting. I had to make a few forum replies before being allowed to post a new topic.
I spent a lot of the summer working on a demo in C++ for Windows that uses OpenGL3/GLM/GLEW/Kinect/Bullet Physics/FMOD/Oculus Rift. The code is up on GitHub (with all the dependencies also checked in), so hopefully might be useful to someone somewhere. :)
https://github.com/skooter500/BGE
Pull requests and suggested improvements etc welcome.
And a youtube video here:
This will form the basis of a course Im teaching on Game Engines programming in the Dublin Institute of Technology starting in September. The students will also use the code as the basis of their assignments and this year the theme will be "Magic", so hopefully stuff like force powers, levetation, magic spells etc. - Bryan
I spent a lot of the summer working on a demo in C++ for Windows that uses OpenGL3/GLM/GLEW/Kinect/Bullet Physics/FMOD/Oculus Rift. The code is up on GitHub (with all the dependencies also checked in), so hopefully might be useful to someone somewhere. :)
https://github.com/skooter500/BGE
Pull requests and suggested improvements etc welcome.
And a youtube video here:
This will form the basis of a course Im teaching on Game Engines programming in the Dublin Institute of Technology starting in September. The students will also use the code as the basis of their assignments and this year the theme will be "Magic", so hopefully stuff like force powers, levetation, magic spells etc. - Bryan
15 Replies
- NaruHonored GuestCool. I had planned to build such an engine too, but never got around to putting the pieces together. Any reason you decided to go with OpenGL 3 and not 4? I recently moved all my stuff to OpenGL 4, and will probably try to do the same with your engine. Since I'm rewriting one of my projects from scratch, I think I'll start with your code. What license are your releasing your code under?
- skooter500ExplorerI used OpenGL 3 because I just learned OpenGL this summer from this website:
opengl-tutorial.org
What are the major differences?
I used XNA for the past few years and before that DirectX 9.0 Fixed Function pipeline in C++.
WRT To licence, I hadnt really given much though to it. What do you recommend? I want people to use my code if its useful to them. A % of the code comes from tutorials etc anyway. Im constantly working on stuff and committing changes. If you have any questions or cant get anything working, let me know... - NaruHonored GuestBiggest difference in OpenGL 4 is the removal of the fixed function pipeline. I'm sure there are a ton of other improvements, but since I recently learned about the improvements vbo's and vao's make on games, I decided to just switch over to OpenGL 4 which forces you to use them. I've also used XNA in the past, but never DirectX.
For a license, I think the MIT license works great. It's perfect for something like this since you're having students use it. It allows anyone to pretty much do anything with the code, but of course you still own the code. I'm still finishing up old projects right now, but as soon as I can I'll start using your engine to test it out. Thanks for sharing :D - skooter500ExplorerNaru
Thanks for the feedback. Im using no fixed function pipeline code afaik... All shaders, so all good. I'll include the MIT Licence with my code.
Thanks again and feel free to drop me any questions. When you do get around to the code, keep in mind you will probably want to edit the lines:
fullscreen = false;
riftEnabled = false;
In the initialise member function of whichever demo you are running. Also the entry point is is in main.cpp which creates the appropriate demo and runs it..
Bryan - JustinHonored GuestHow noticeable is the latency from the Kinect?
- skooter500ExplorerJustin
I have the latency set to max to smooth out the jitter, so its noticeable. Havent timed it exactly, but it could be around 250-500ms. The latency is better than the jitter. Current gen Kinect is amazing that it works at all, but its actually pretty useless. Im not surprised there are no decent Kinect games :-) Im working in quite a small space too, so cant move around too much.
Bryan - cyberealityGrand ChampionLooking good man. Good luck with your class.
- AnonymousBryan that looks amazing, making that step into a virtual world just that bit more convincing.
I'm just started on C++ so a huge learning curve.
I'm messing about with OculusRoomTiny to start with.
Can you advise a good way to learn C++ quickly?
It will be interesting to see what your students come up with, its a visual revolution.
I've wired Kinect and using FAAST to record gestures to output key stokes etc.
http://projects.ict.usc.edu/mxr/faast/
Its basic but works, very trippy moving around the virtual world just by leaning various directions. - skooter500Explorernzearthman
Sorry about the delay in getting back to you. You might be better off with Unity if you just want to make rift "experiences" as it uses C# (an easier language) and does a lot of the hard work for you in terms of creating a scene and rendering the output to the rift.
FAAST looks very cool! Do you have any YouTube vids/demos etc??
In terms of learning C++ I find these websites invaluable:
http://www.cplusplus.com/
And this is where I learned OpenGL:
http://www.opengl-tutorial.org/
Bryan - skooter500ExplorerSorry! Just found the videos :-)
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