Augmented Reality Gaming - image-processing

I want to develop a augmented reality game. Player will stand in a room and some cameras will take video of him. Idea is to add a monster to that video which will be seen by player with glasses or direct view from a lcd. Basically this can be done with some image proccessing consept. Adding colored parts or some markers where the monster will be and some hardworking would do that.
But my question is how to make this monster move and as a result have a video which monster looks like attacking the player. Actual game starts after that but I will go step by step. First step is to have that video with attacking monster.
I'm completely new to this , I only used opencv. So I will need some tools to achieve my goal. Where would you suggest me to start? I prefer C++ but any language with some api suggestions are also accepted. I m also open for theoretical, conceptual suggestions. Thank you for reading my question
Not: This idea came to my mind after watching anime Sword Art Online. If you like to watch animes and virtual reality stuff; I suggest you to watch it. It is a good one.

If you want the monster to move like attacking the player you will need to know the 3D coordinates of the player or some parts of the player. This can be done by making the player wearing recognizable markers that can be detected so homography can be extracted to get the 3D position.
You can start reading this post on the topic, it is about c++ agugmented reality on OpennCV.

Related

Making a Platform game with Corona SDK

I'm trying to develop a platform game similar to Geometry Dash but i'm facing a lot of problems during the making of the algorithm.
I don't barely know how to proceed. Are the levels structured with a long image ( that is the ground) with obstacles added, or there are many obstacles generated progressively during the game?
I'd like to know where to start from, what to draw and how to place it in my game, how to build the collision detection.
The game will be an auto-scrolling platformer, so, will the character's asset be moving right or will all the level except for the character be moving left?
I'm a beginner, so i would like to receive detailed answers and not too difficult to understand. Thank you.
if you have any advice I would gladly listen to it.
I've done all corona tutorials but they doesn't explain how to do a platformer. - Luca Pasini
Looks like you still don't feel how game work from inside. Tutorials probably will not help you much. I think you need to start something very simple by your own - not by tutorials.
For example:
Show red rectangle
Show blue recatngle
Tap on the screen and red rectangle must change his position (not by transitions - just by core x,y change)
If they are collide - show text: "You win". Collision check just by raw calculations.
Then go with updates, that will make it looks more like a game.

How to make a 2D model(moveable) like gomoji app?

I want to make a 2D model in iOS programatically. Like this:
This is taken from the app Gomoji.
I googled it but not get the proper solution.
This character is also moving so it can move hands and the legs meanwhile I want to change the colour of the hands etc.
Could it be possible with SpriteKit, SceneKit, gif, SVG or anything else?
This is an incredible amount of work in code, with SpriteKit and actions.
You might be better off using the puppet features of After Effects to creation motion frame sequences, and then bring them into SpriteKit and string them together and jump between the sequences as necessary.
Start here, to understand the puppetry tools in AE:
https://helpx.adobe.com/after-effects/using/animating-puppet-tools.html
Once you've learnt the lingo, head on over to youtube to pick up tips on how to do 2D arms, head wobbles, etc.
There's also a face animator in the latest versions of After Effects, that might be helpful, too.
Generally speaking, this is still a lot of work. And a lot of fiddling to get it to look "just so". But doing this visually, with manual mouse controls and instant playback before exporting image sequences from AE will be lightyears faster than attempting to do this with joints and code in SpriteKit or any other game engine.

AR Player (360 Videos)

I want to experiment with 360° videos and I have a little idea, but I don't know how I can solve this. I want to embed a video from a streed and want to display the street-names and want to draw colored lines on the roads. When I move the view of the video (I turn 45° as example) I want that the lines and street-names go with the video and always stay on their places.
Do you have a solution approach for me?
I understand that you want a 360 video with street names? It will be easiest to just render everything on top of that video. You will need to render the AR layer as a equirectangular 360x180 video in some software like Blender and then merge it with the video you have with something like Adobe After Effects.
An alternative would be to do the AR layer in a 3d engine like Unity and put the video in the background.
It's hard to suggest you anything as what you're asking is very broad.

What logic is used for creating an Equalizer meter

Basically i'm gonna be working on an iOS music app which when a song is being played, it shows the fancy Equalizer meter, Something like this but with all the animation of bars going up and down:
After looking into this and not finding enough resource, I really want to carry this as a project perhaps making a web version using j query.
I'm not really asking for specific code, i just want to know how the animation works in general ?
Thanks a million !!!
Checkout the Cocoa Waveform Audio Player Control project. It's a cocoa audio player component which displays the waveform of the audio file.
Also, there is already a lot of questions on this topic:
iOS FFT Accerelate.framework draw spectrum during playback
Using the Apple FFT and Accelerate Framework
iOS FFT Draw spectrum
Animation would be pretty straight forward. It is just animating changes of the height of rectangles.

Making a table tennis game

I am very interested in making a table tennis game. It will be in 2D specially as I have no experience dealing the 3D. I have built aero-fighter in java. No i am learning XNA and want to make a table tennis (ping pong) video game in it. It will be human vs computer game.
I have some idea to do the task. But I am eager to know how the tennis game industry move their player ?
There are several question about the game --
***What will be the best to create such a game in 2D or 3D ?
How can i move the ball in 2D game? The equation of the ball move for top,under,flat shot or spin?
How can i move my player?
How can i spin the bat of player and the ball?*
First of all my idea is , making a sprite sheet of some special move for such -
Forehand counter hit, Backhand counter hit, Forehand push, Forehand serve, Backhand Serve... etc.
But it seems to boring and time consuming a lot. What is the best idea to handle such things or this problem?
I do not know the idea to movement of the tt ball. How can i use the spin in the ball and how can i show the spin -- Is it with the sprite?
Please help me if anyone know anything about it. I also like to have some links to get the concept of the video game....
I recomend you get confident with 2D games before you start with 3D. 3D is much more complex and your unlikely to get anywhere if you try to run before you can walk.
The rest of your question is a little broad to answer properly, I suggest you go through the tutorials on app hub and raise a new topic if you need help with a specific part.
If you become familiar with a physics engine such as farseer (harder to initially learn, better in the long run) or Physics2D (easy to pickup, but a little limiting) you could create a pong clone in under an hour I would say.

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