Integrating Beats with Kinect was much trickier than we originally thought. The main obstacle we faced was that the Kinect refused to become active when we booted Beats up. After many hours of trial and error, we finally managed to keep the Kinect active (evident from its green LED) continuously while running Beats.
The next step is to modify the Beats source code to respond appropriately when the Kinect detects the corresponding inputs. This was accomplished fairly painlessly with Phil modifying his own codes. Following another lengthy episode of debuggings and adjustments, we finally arrive at SUCCESS!
Success! |
The Beats+Kinect ran at about 15-20 frames per second. We tried to narrow down what was causing the major slowdown but could not find the source as we were thoroughly exhausted by then. Due to lag, the player would have to raise their hand into the Kinect's detection zone about half a second prior to the arrows reaching to the bottom. However, the game was ultimately playable, and we were able to achieve 10+ combos with acceptable accuracy.
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