Damien and Thomas,
I think you'll find that supporting the See Munkey is very easy. Each
language will have its own way of communicating to the COM ports via serial
connection, so you may need to do a quick internet search to see how it's done.
The serial connection will need to have a few settings and here are the values:
baudrate = 115200
parity = N
databits = 8
stopbits = 1
You tell your code which COM port the device is plugged in to, or find some
code online to detect that automatically, and you're connected. I would
imagine in most languages it is a single line of code to send a message to the
device, such as MSComm1.Output = message.
There are 3 types of information you can request from the device. If you send
it a lowercase v, it returns the version and firmware data inclosed within
brackets ( ). The serial code you look up will also give you some pretty
simple way to read incoming messages being sent from the device. I put each
message type in its own brackets to make parsing it easier. Every once in a
while the data will be broken into 2 messages just like incoming network
traffic. Since it is contained in brackets you can just combine incoming
messages until you have both an opening and closing bracket, and you'll know
you have the complete message.
If you send a lowercase p, it returns the yaw, pitch, and roll values contained
within square brackets [ ]. The numbers are separated by commas to make them
easy to parse.
For people who want to read the raw sensor data, send the device a lowercase w,
and it returns 13 numbers (separated by commas) within curly brackets { }.
These are the 3 accelerometers, 3 gyroscopes, 3 magnetometers, something that I
believe is the clock signal (not useful), then the yaw, pitch, and roll that
have been internally processed.
It really does do 90% of the work for you. Each time you read the positional
data, just send another "p" so that a new updated message will be sent. That's
a good way to only be fed the data as fast as your game is able to use it.
I have been struggling to find time to work on my mapping software and the
online manuals, but if developers are interested to start playing around with
the devices then I could give them a link to the online store. When players
get the device they are depending on me to have cool working tools so they can
map the controls to play their existing games, but other developers can
probably start enjoying the device from the moment they take it out of the box.
So while I'm still holding off on officially opening the online store, for
eager developers (or people who don't care if the mapping tools aren't finished
yet), just send me an email and I'll send you the link.
I really would like developers to have these sooner rather than later, just so
they have more time to get comfortable with them.
- Aprone
--- On Mon, 5/20/13, Thomas Ward <[email protected]> wrote:
> From: Thomas Ward <[email protected]>
> Subject: Re: [Audyssey] A See Munkey in my house!
> To: "Gamers Discussion list" <[email protected]>
> Date: Monday, May 20, 2013, 10:15 AM
> Hi Damien,
>
> Yeah, I'd like to know what i need to do to support it as
> well.
> Especially, on non-Windows platforms if possible. I am now
> officially
> using SDL for most of my projects so I'd like to be able to
> tie it
> into SDL if I can and use it for the head tracking
> capabilities.
>
> On 5/20/13, Damien C. S. Pendleton <[email protected]>
> wrote:
> > Hi Ryan,
> > Wow, sounds neat! I wonder what current games it can be
> used with? More
> > importantly, I wonder if I can encorporate its use into
> any of my own
> > productions?
> > Kind regards,
> > Damien.
---
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