I just looked at www.kaldobsky.com/audiodevices and really the paypal store you have seems good.
54 bucks for us 57 for outside.
50 for the device and either 4 or 8 for shipping is n0ot that bad really.

At 06:08 AM 5/21/2013, you wrote:
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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