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A powerful free cross-platform RTS engine
Home Page: https://springrts.com/
License: Other
This project forked from spring/spring
A powerful free cross-platform RTS engine
Home Page: https://springrts.com/
License: Other
Goal:
Allow to controll springs camera with a augmented reality device (android cellphone).
Thus allowing for a tabletop like gameplay with cardboard vr.
What happened so far:
The Google AR- AP was modified to transfer coordinates to spring.
This worked, as insofar as you are now able with the ar_widget in journeywar to controll the camera in game with a cellphone running the app.
Whats missing:
A way to transfer the desktop view as video with transparent background back to the cellphone and overlay it in the app.
Ideas for the approach:
Plain MediaController + VideoView
A second option, one which allows us to actually play the video within our app, is to use the MediaController and VideoView classes provided by the Android SDK. The solution is fairly simple and you depend on no third party library, but that comes at a price. You have no easy control customization for the video player nor advanced options, you would have to build such features yourself. It goes somewhat like this:
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video-view-layout.xml hosted with ❤ by GitHub
private void loadVideo() {
VideoView videoView = (VideoView) findViewById(R.id.videoView);
MediaController mediaController = new MediaController(this);
mediaController.setAnchorView(videoView);
Uri video = Uri.parse("http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4");
videoView.setMediaController(mediaController);
videoView.setVideoURI(video);
videoView.start();
}
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video-view-implementation.java hosted with ❤ by GitHub
So if you need very raw video playback capabilities this might do the trick. You will have access to playback controls that fade away but customization is a bit trickier. Take into account you need to provide the actual URI to the video file, you cannot use youtube links. In order to be able to provide YouTube video content you would have to go over our last option in this post.
After that: Its code cleanup. Optimization hell. And then begging beneath the wall of the org repo, with minstrel songs, until kloot shows mercy.
Goal:
Allow for units to use ik animation. Ik-Animations allow for a goal to be set, and the limbs of a unit to automaticall resolve that and reach for that goal. This is heavily used in many games, where the character interacts realistically interacts with its environment.
What happened so far:
A Sub-Lua Api was specified to allow for setting up of ik-chains in a Unit.
This was tested in a single player game (journeywar) with a test unit.
The tests showed that there are errors in my math-conversion and that my implementation is overly complex.
Targets from now on are only set in unit space. All correcting against unit turns etc, must happen in lua.
Whats missing:
Checking wether the Eigenlibrary synced. (If i remember someone in spring actually ported the library already - and its mostly templates.
Ideas for the final approach:
Simplify the code.
Clean up the code.
Bring it up to springs code-standards(Its somewhat hacky/newbish)
Test and write a lua unitscript implementation for world positions to set.
Known Problem is, that this will be heavily performance intensive, and thus should only be used by hero units / single event units (Giant Mechas, etc.)
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