Game Development Community

Tracking device (NEW input device) support in Torque?

by Dane McGreevy · in Torque Game Engine · 09/27/2005 (1:53 am) · 4 replies

Hi all!

I have got a tracking device (small and light) that can be attached to the head mounted device(HMD) to implement an augmented reality system.

It's features as follows:
1). USB connection to PC;
2). this tracker can acquire Yaw Pitch and Roll information in real time when you move or rotate it(works almost similiar as the WADS and mouse wheel );
3). official SDK available.

My basic idea is: using the tracker as the SOLE input device for Torque rather than mouse and keyboard, and when I wear the HMD and move, all motion information can be passed over to the Torque by the tracker and Torque can respond to my head's motion as well. Impressive?:p

So the question is HOW to deal with the tracker as a new input device? Re-coding some .cc files for input? Any clue about it?

Thanks a lot in advance!!!

#1
09/27/2005 (10:51 am)
This should help you get started.
#2
09/27/2005 (5:52 pm)
Thanks for your quick reply, Brian! It's really what I need and takes time to digest.
#3
09/27/2005 (6:16 pm)
"I have got a tracking device (small and light) that can be attached to the head mounted device(HMD) to implement an augmented reality system."

I guess you mean TrackIR?

IIRC support for TrackIR was added to "DH: Lore Invasion"... might be worth asking them for advice.

I'm going to be adding TrackIR support to my game, but I haven't looked at it's SDK yet.
#4
09/27/2005 (7:11 pm)
Hi, Joseph. Do you mean TrackIR by NatualPoint?

I have got a quick run-through the NP website. It looks quite different from my tracker, which has to be stuck to the HMD to acquire the head motion information and, more distinguishingly, 3 DOF for mine.

My guess for the TrackIR you are using is: it would be mounted on top the computer screen instead of getting toughly bundled with the head to track user's motion in 6 DOF. Sort of more advanced!