Realsense & Unity3d : A First Look

(by Jon Collins, on behlaf of Soma Games and Code-Monkeys)

This article is part of a series that documents our ‘Everyman’ experience with the new RealSense hardware and software being developed by Intel.

Full disclosure, Intel does pay us for some of this stuff but one of my favorite aspects of working with them is that they aren’t asking us to write puff-pieces. Our honest, sometimes critical, opinions are accepted…and even seem to be appreciated…so we got that going for us.

A First Look

There’s no denying that the Pre-alpha SDK is exactly what it says on the box, a pre-alpha, that said there’s a surprising amount of useful functionality which can be gleaned from looking deeper into the C# samples that are present and taking lessons learnerd from previous SDKs.

First off, the kit includes a Unity3D sample (there is just the one in the current package) is the Nine Cubes sample within the frameworks folder of the samples directory structure.

This gives us a good starting point to look into how to take advantage of the camera & SDK, although a few red-herrings are present which may be hangover from development versions, it gave us enough of an idea to further explore and adapt some of the separate C# samples bringing that functionality into our initial Unity3D project. (CS: We use Unity3D almost exclusively here at Soma Games so having this bridge to RalSense was a practical pre-requiste for us to consider adoption of RealSense)

RealSense Hand Joints and BonesFor this exercise we were primarily concerned with being able to track & record finger joint positioning within Unity3D. The available methods and documentation suggest there is an planned ability to load, save, and recognize gestures from a pre-defined library but after a little digging and running questions up to the dev team it appears that feature has been ‘delayed’ 🙁 So with our hopes dashed at not finding the C# gesture viewer sample we wanted to see how, or even if, we would be able to access the joints to explore developing our own approach to logging finger & hand poses.

Getting Rolling with the RealSense SDK

(by Jon Hogins, on behlaf of Soma Games and Code-Monkeys)

This article is part of a series that documents our ‘Everyman’ experience with the new RealSense hardware and software being developed by Intel.

Full disclosure, Intel does pay us for some of this stuff but one of my favorite aspects of working with them is that they aren’t asking us to write puff-pieces. Our honest, sometimes critical, opinions are accepted…and even seem to be appreciated…so we got that going for us.

I recently got the fantastic opportunity to use a a pre-alpha version of Intel’s new RealSense camera to build a full-fledged app. It’s still a work in progress, but let me share my experiences and a few tips on getting the most out of RealSense’s video APIs.

The App

My mission has been to create a video conferencing app with a few interesting finger tracking interactions using the RealSense camera. After a bit of research, I decided on the Intel Media SDK for real-time H264 encoding and decoding and OpenCV for the initial display, moving to Unity/DirectX later.

Getting Started

Getting the RealSense SDK installed and creating projects based on the samples is straight forward, even in its Pre-alpha state. The installer adds the RSSDK_DIR environment variable and each VC++ project using RealSense only needs to add a property sheet via Visual Studio’s Property Manager. The documentation and samples are fairly comprehensive, and the APIs are the most accessible of any of the Intel C++ API I’ve worked with.

Gaming and Intel’s RealSense

If you were watching at CES you may have seen Intel unveil their RealSense initiative. This is really an evolution of the Perceptual Computing initiative they pushed a year earlier but now with (vastly) improved hardware and software. We’ve been involved with this program for a while now, but wearing our Code-Monkeys hats, and we’ve…

Redwall Step 2: Ship It

Redwall AbbeyRedwall AbbeyCraft : The Corsair’s Last Treasure is live.

In case the point of that is lost, that means that the very first officially licensed Redwall video-gamish-thing is now out there in the wild. Bam!

If step one of our journey was to Shout It then step 2 was clearly to Ship It. In other words, we needed to come out with a win. When we were working on all the license deal for Redwall we found that the internet was littered with 15 years of false or failed announcements of various shows, movies, games, merchandise…you name it. Some of them were very professional and ‘real’ looking. Others were more plainly false. I can only speculate on the motives of those folks but whatever was intended we saw that the past as preserved on Bing presented us with an uphill PR challenge where fans were likely, and reasonably so, to say “I’ll believe it when I see it!” And while the success of the Kickstarter campaign was a good ‘win’ it ultimately only proved that we could rally some eyeballs and left open the question of whether or not we could build something that respected and embodied the spirit of Redwall.

To those Doubting Thomas’s out there – reach hither thy mouse and behold: Download The Corsair’s Last Treasure now!

Soma Games Selected by Praxis Labs

Praxis

We just got some great news: Praxis Labs (FB/TW) has selected Soma Games as one of their 2014 ‘not-just-for-profit’ Fellows – and we’re…

Well, we’re a lot of things. We’re humbled. We’re jazzed. We’re honored. We’re incredulous. We’re proud. We’re scared.

Praxis Labs was launched in 2012 during Q Idea‘s annual conference when it was in Portland, OR – our backyard. Q is a kind of Christian TED, or a think tank that tries to make some ancient concepts practical and relevant to modern times and they have a central notion (which I agree with) that America, and probably the world, is in a ‘post-christian’ time and that insight requires people of faith to think about things in a very different way then we maybe did just 20 years ago. Praxis, like Q, also puts a premium on the ideas of ‘impact’ in a very practical incarnation – talk is cheap and spiritual feel-good talk can be both cheap and ultimately do more harm than good. Praxis Labs has seen ink in several high-profile publications like the Washington Post, the Huffington Post, and on Fox Business. Previous fellows include cutting edge enterprises like FigMatchbook LearningRare GenomicsTegu, and Care for AIDS just to name a few. And while I’m dropping names, the list of mentors who participate reads like a who’s-who list with a significant tilt toward toward high tech, including a partner at Kleiner-Perkins, and a co-founder of EA. In short – this accelerator program stands to put Soma Games in front of some really influential folks…can we handle it?

One Million Downloads! Now what?

One Million downloads…

When Soma Games was started I don’t think we had any idea that such a number was even a possibility. At other times, as we saw certain titles explode onto the scene with huge download numbers, a mere 7 figures seemed like a gimmie. Today, with both extremes more tempered by poise, we recognize the milestone as significant…but we’ve only just begun.

As I write this, the ‘news’ o the number is at least a few months old and it was something I’ve been meaning to note ever since then. No matter what it’s an auspicious event and worth pointing out. But have you ever come to a place that you thought was a destination only to find it was simply a checkpoint?

Redwall AbbeyCraft

Sometime in the next 72 hours, unless something unforeseen slows us down, we’ll pull the trigger on a small kickstarter campaign.

The immediate goal, and the actual deliverable, is something we’re calling AbbeyCraft – a build of Redwall Abbey inside Minecraft and, at the lowest funding goal, distributed as an adventure map.

To be crystal clear: AbbeyCraft is NOT the adventure game we’ve been talking about. It’s just a small step along the way…but a way fun one.

As we mentioned in the previous post, the various descriptions of the abbey across 22 books cannot be reconciled in 3D space. One way or the other a few tweaks, bumps, and cuts will need to be made as we ramp up for an explorable space and  we feel like Minecraft is an ideal tool for that work.

Redwall and Some Ground Rules

Last week’s announcement took me by surprise – or rather, the overwhelming response to that post took me by surprise. I knew the Redwall community was big…really big. What I hadn’t accounted for is how active you are, how connected, how ENGAGED!  And of course many of you are asking questions that I can start to answer here, though for many of you this post wont tell you all the things you’re really looking for. Still – it’s a start.

Project Mouseworks

For several months we’ve been hinting, being coy, posting images here-and-there but not really saying anything concrete about what we’ve been working on. There’s good reason for that and no small part is simply the legal things where any cart-before-horse announcements would earn us some well-deserved hot water, but all of that is over now.

It’s time to start talking about Redwall.

Redwall at DuskSoma Games has officially optioned the rights to make a Redwall video game – and now that my hyperventilation has begun to wear off I’m ready to start sharing some of the details. But before I get to anything technical I really want to tell a story, cause that’s just the kind of guy I am.