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Kinect on LÖVE
Posted: Wed Jan 19, 2011 5:25 am
by middlerun
Using a Kinect with LÖVE would be the best thing ever. Is it possible?
Re: Kinect on LÖVE
Posted: Wed Jan 19, 2011 5:43 am
by BlackBulletIV
In theory I should think so. The developers would just need to plug in the OpenKinect library to Love somehow, and then create a kinect module or something.
Re: Kinect on LÖVE
Posted: Thu Jan 20, 2011 11:37 am
by Jasoco
As long as the drivers and libraries are available on OS X and Linux as well. Don't leave us out.
Re: Kinect on LÖVE
Posted: Thu Jan 20, 2011 2:29 pm
by nevon
Jasoco wrote:As long as the drivers and libraries are available on OS X and Linux as well. Don't leave us out.
It's available on Linux anyway. Don't know about Mac, but I would assume so.
Re: Kinect on LÖVE
Posted: Thu Jan 20, 2011 5:06 pm
by bartoleo
bah...
I think that Kinect support without native 3d would be nothing more a mouse emulation
Re: Kinect on LÖVE
Posted: Thu Jan 20, 2011 8:22 pm
by BlackBulletIV
bartoleo wrote:bah...
I think that Kinect support without native 3d would be nothing more a mouse emulation
Quite a number of mice and voice control actually. But I do agree, 3D can make use of Kinect far better than 2D can.
Re: Kinect on LÖVE
Posted: Sat Jan 22, 2011 5:45 pm
by FierceForm
If it were my decision, I would wait until Microsoft released their
official API.
Re: Kinect on LÖVE
Posted: Sun Jan 23, 2011 7:01 am
by BlackBulletIV
But that API would be closed source I'm assuming (knowing Microsoft), and that may cause issues. Plus, it will be Windows only, knowing Microsoft and also knowing that it will be built into XNA. Therefore, I don't really think that's a good option for Love (if Kinect ever becomes a thing to implement).
Re: Kinect on LÖVE
Posted: Mon Jan 24, 2011 1:25 am
by FierceForm
People call SDL cross-platform, but it really just has an implementation for each platform, so how does using an API (that is possibly more stable and efficient) for one platform and a different API for other platforms not make it cross-platform? If it's XNA only, then obviously it's not even a reasonable option, since it's all built for .NET.
Re: Kinect on LÖVE
Posted: Mon Jan 24, 2011 3:21 am
by BlackBulletIV
Are you saying then, if the API is outside of XNA, the preferable option would be to use the Microsoft API for Windows, and the OpenKinect (I think that's what it's called) drivers for Mac and Linux? If so, that could work, as long as the API being closed source wouldn't be an issue.