We originally considered to include the famous Sponza model (CRYTEK’s version) in the deferred lighting example. But this would have doubled the download size.
For those who want to play around with the model: Here is the FBX version with model description and material definition files for DigitalRune Graphics. The materials include diffuse, specular, normal and opacity maps. Opacity maps are stored in the alpha channel of the diffuse textures.
Download Sponza Model
This is a guest post by Kairat Aitpayev.
Augmented Reality (AR) technology allows adding virtual object to the real world using special markers. By merging it with Microsoft Kinect I have created new approach which allows users to use their own body as a collision object in the 3D world and interact with augmented objects.
Here the presentation of the demo application which by itself is a part of bigger project related with online sport education:
(Full video of entire project: See https://vimeo.com/41136278)
The project was created in the MultiMedia Lab of Kazakh-British Technical University (Kazakhstan) in collaboration with University of Technology of Belfort-Montbeliard (France).
DigitalRune libraries are used to improve the interaction between the real and the virtual world.
Our last post about real-time motion capture using Kinect seems to be pretty popular. And for the small amount of time (only a few hours) that we put into this example, the results are satisfying – but we can do better! We have updated the project and included a brand new sample. The new sample uses skeleton mapping to animate 3D models using Kinect. The code is much simpler, and exchanging the 3D model is a lot easier. We have also updated the example application to use Kinect SDK v1.0 instead of Kinect SDK beta2. You can download the sample project (including the source code) at the end of this post.
Here are the results of the new sample application:
A while ago we discussed in the Forum how to use the Microsoft Kinect SDK to animate a character model in real-time and how to apply movement constraints (e.g. joint rotation limits). Yesterday our company got a new Kinect device and I figured I might spend the rest of the afternoon trying to write a small XNA sample.
Here is the result: (You can download the source code below the video.)
Here are few thoughts about 2011, the coming year and one uncommented video…
This is the second part of the step-by-step tutorial for building a simple game menu in XNA. Previously we have set up the project, the game loop, and added the UI theme. Now it’s time to implement the game logic…
The latest release of the DigitalRune Engine contains a new sample called GameStatesSample which covers a some of the basics:
The result is a stripped down XNA application – no fancy graphics, no gameplay, just a few screens and menus. Take a look:
In the last months we have received a few requests about Mono support for our DigitalRune Engine libraries. I have spent some time to get familiar with Mono, and to see what implications Mono support would have.
If you are not familiar with Mono: Mono is an open source implementation of Microsoft’s .NET Framework. It makes the .NET framework available under Linux and Mac OS X. …
This article is a step-by-step description of my first attempt to create a tree view control. I spent less than 4 hours of work on the control and this was the result:
In this article I will explain the development steps, as well as my thought process. At the end of the article you can download the source code.
A collection of the most useful blog articles can be found here:
(on Documentation page)
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