Well, the multitouch table project I have been working on for a while reached a new milestone when my dad got involved. He has better tools and resources and more electronics experience, so he set up a pretty sweet frame for the table project I am working on.
Once there is some progress in the actual software side of things, I’ll post some videos of some interaction with the table itself. Until then here are the teaser pics
You can see the IR filter that gets replaced here
The lenses from this will help keep the table shorter
Here is a shot my dad sent of the finished tabletop
I have gone through all of the tutorials with ReSharper on my side helping to optimize things and update all of the code to C# 3.0
There have also been a few minor architectural changes making the different managers (shaders, objects, input etc.) into GameComponents and DrawableGameComponents – which I have been thinking about doing for a while – that drastically simplified the Game class itself.
Take a look at the new setup and let me know what you all think in the forums.
The projects in svn will now require Visual Studio 2008 to be run, and some parts of the code use features available only in C# 3.0, but any of these that your compiler doesn’t support should be fairly easy to write in a C# 2.0 manner.
I’ll let the video do most of the talking, but the progress on the soft body work from the last two posts is coming along nicely. Correct pressure, momentum, and spring handling throughout the body is now fully working, and I can begin moving on to collision detection and other physics aspects outside the body itself now.
Here is a video of the current state of things. I start the demo out with half of the sphere scaled outwards from the center just to give the body something to fix when I start the update cycle. You can easily see the accuracy in the waves moving through the body and how far it has come in only a couple of days of work.
Here’s a first cut of a video of the soft body in action. This one I just offset a vertex near the top of the object a bit to show waves moving through the body after it is released.
So lately alongside the UI tutorial that I have been slowly churning out and making some hard decisions on I have also been throwing together a nice little tech demo using some soft body dynamics that I want to eventually use in a fast action fun XNA game possibly for later release on Xbox Live Arcade.
Assuming things on the Creator’s Club website go as expected, I would like to release the game (which isn’t even fully in the design stage yet) to the site and see what people think of it and hopefully push it all the way through the process out for public download from XBLA.
I’ll get some videos of the soft body stuff up as soon as I am happy with how all the physics behaviors are working out (hopefully soon).