Kinect, Software, UI

KinDrive enhanced – working w/ every game using DirectX input

Last week – on thursday to be precise – I stumbled over a library to send input to the system on DirectX-level, called InputManager (a big different to all the tons of SendKeys()-wrappers out there!!). So great thanks to Shay from Israel for making this awesome library!! As all the rest of the architechture was up and running already, I just made a simple WPF application to show the Skeleton and listen for a gesture as well. The gesture (streching your arms in the air) causes the WASD-input to halt, a press of the F-Key (which I usually use to enter vehicles/use weapons in games..) and finally after 3.5 seconds everything continues as before. Here’s a video of the KinDrive for GTA WPF application: Then of course: GTA IV: And just for fun – Need For Speed Carbon: For those interested in DirectX-level Keyboard/Mouse input: I’ll blog about the InputManager anytime soon. My plan is to open source…

Kinect, Software, UI

Kinect tracking

UPDATE: The’re newer versions and posts about this software – if you want to test it please have a look at: http://kuchenzeit.wordpress.com/tag/kindriver/   It’s been only 5 days since MS launched the Kinect for Windows SDK and in three of these days I coded KinDriver (and another small tool I’ll write about too). KinDriver is a dynamic Kinect tracker designed to be used with racing/driving games. We’ve seen Kinect trackers designed for the use w/ games already (talking of FAAST at this point), which may work nicely with ego-shooters or adventure games, but have a huge disadvantage when it comes to driving: They only know 1 or 0, just like the real keyboard. But while you can (an do) tip keys many times in a short period of time on your keyboard, doing so with you whole body is even more exhausting than you think! So I made a tracker that…