Readings done! and then some.

I’ve managed to parse through the 35 ACM articles to get a sense of what kind of Wiimote research is out there, and why it is important and popular. There are 19 articles that will help with my project; 3 of them on tangible user interfaces, 4 on direct Wiimote projects (gesture recognition, WiiArts,…), and the remaining 12 with various research in the medical, game, and communication fields attesting to its intuitiveness and usefulness.

I read an article on Popular Science regarding InstantAction, a website that delivers multiplayer 3D games, but it doesn’t use Shockwave. I created an account and checked it out – their marble game is really well done with great graphics. Basically you use WASD keys to move the ball, and use the mouse to change the camera angle. The goal is to move the ball through a platform with slopes and obstacles to the end zone. This got me thinking about game physics required in 3D games, which in turn led me to think about game algorithms and 3D programming. Because of that, I’ve looked up books on these subjects on, finding ones with good reviews, and searching for them on the Wellesley Library website. I ordered 3 books through ILL: Advanced lingo for for games by Gary Rosenzweig, 3D game textures by Luke Ahearn, and Special Edition using Director MX by Rosenzweig. I found many other books through online sources (ebrary and pdf), including Beginning Math and Physics for Game Programmers, 3D Math Primer for Graphics and Game Development, 3D Game Programming All In One, Data Structures for Game Programmers, and Mathematics for Game Developers. I obviously won’t be reading all of these books completely, but they will no doubt hold some very useful information.

Jamie just sent me his latest Xtra update, which includes IR motion sensing, reading accelerometer values, and Nunchuk support. He had an application that returned acceleration values for two Wiimotes, and a second one that returned the following values for one Wiimote:
Acceleration: X, Y, Z
Orientation: Pitch, roll, X, Y, Z
IR: X, Y, Size (distance from the sensor bar?)
Buttons: An array of 11 binary values indicating that a button has been pressed
Nunchuk: X, Y, buttons; acceleration X, Y, Z; orientation pitch, roll, X, Y, Z.

I had to tweak the code a bit to make it work, as he stated it was a bit “rough and un-tested.” There are no callbacks; everything is accessed from arrays of values. But this is great! Now I have all the values that I need to start creating demos.

I ran the IR mouse script on GlovePIE again. It works a lot smoother when I stand further away from the laptop.


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