DevLog

Dev Log

Cursor Glove, Day 11, and 12

by BlueThen on Jan.17, 2010, under Chase Engine, Dev Log, Glove Cursor

On Sunday of last week, I had a pretty neat idea. I was looking around the internet, and ran into some sort of gaming glove. I thought “Hey! That’s pretty cool.” I had something different in mind, and found that this glove didn’t have the capabilities I’d hope for. I was thinking of something like a wiimote but in the form of a glove.

I remembered seeing Johnny Lee’s videos of his wiimote hacks. He set up his wiimote to receive input from external infrared lights, and to track it while doing several neat things like head-tracking or a multi-touch projector white-board. This was all very impressive, considering he was using very cheap supplies to accomplish these things. He also made a finger-tracker using an infrared light array (grid of lights), and some reflectors taped onto his fingers. I eventually came to the idea of using an IR light with the webcam. I understood that cameras have a tendency of picking up infrared lights, unlike our human eyes. I grabbed a TV remote, wrote a quick script, and it worked greatly!

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Day 10

by BlueThen on Jan.09, 2010, under Chase Engine, Dev Log

Remember yesterday, I said “If tomorrow also provides the convenience of a snow day, I’ll take advantage of that as well…”? Well, today happened to also be a snow day (woohoo!), and I did as I told you. I worked on Chase’s Engine. I’m currently at about 744 lines of code, so I’ve made some progress since I started the conversion. Yesterday’s version included support for handling coordinates, polygons, and models in 3D space. It also had some transformation functions (translate, dilate, and rotate) for coordinates and polygons.

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Day 9

by BlueThen on Jan.07, 2010, under Chase Engine, Dev Log, Personal

Good day! Over the winter break, I began working on Chase’s conversion over to C++. Today, I’ve had the convenience of a snow day, so I took advantage of it and proceeded to work on Chase’s Engine. Note, however, I haven’t really made any *real* progress. I will count this as a day though, since a lot has been done in the conversion.

The conversion isn’t done yet. I’ve got all the coordinate, polygon, and model classes converted (although certainly not finished in terms of features), as well as the transformation functions. If tomorrow also provides the convenience of a snow day, I’ll take advantage of that as well, and hopefully get Chase’s C++ engine up to an equivalent of Chase’s Processing (the API for Java!) engine.

I’ve uploaded a picture of my colorfully written rough draft for how my .h and .cpp files should work out. My compiler (Dev-C++) has an awfully convenient feature which allows me to place individual files in their own folders unlike the Processing IDE, as far as I’m aware of. You can check out the picture by clicking the image to the left/top of this post’s text. Feel free to give me any feedback or comments.

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Explode Code Updated

by BlueThen on Dec.03, 2009, under Dev Log, Personal

I didn’t have much time last night to fully revise Explode’s code. So today I finished that job. I revised a lot of the comments, converted the coordinates from float to PVector datatype, PVector is a class object in Processing’s API, which allows programmers to easily manage vector coordinates in 2 or 3 dimensions. I combined two calculations done to find the new coordinate of each particle into one, among other changes.

I also updated Galaxy, but I’ve yet to document the actual app on here. If you’ve seen the app before (on OpenProcessing), you’ll find that there’s a noticeable change now.  The speeds are inverted. Instead of being faster on the outside and slower on the inside, it’s now faster on the inside and slower on the outside. I also did similar changes to Galaxy as I did to Explode. Coordinates converted to PVector, and revised comments and code.

It’s been pretty hard in keeping up with programming. I’m taking Drivers Ed, which is taking up a good part of my day, and I’m often exhausted by the time I return from school.

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