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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Motion capture with Kinect


With the ease and availability of a high-quality motion capture device, such as the Kinect, close at hand for many people, it seems only sensible to apply some of its impressive horsepower towards solving one of the common problems of game development: the collection of realistic animation data.

This recipe will illustrate how to communicate with a Kinect device so that you can do anything from capturing your own body movements for character animation in a forthcoming game or as a basis for capturing player's movements in released games.

Getting ready

This recipe assumes that a Kinect device is attached to your PC and the Kinect for Windows SDK is installed. As the SDK was in beta at the time of writing, there may be some small differences between what's presented here and the preferred method of operation in later API, but hopefully the overall concepts will still be evident.

The SDK can be found at http://www.kinectforwindows.org

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