My well-known “anti-Apple” bias… I want to be completely transparent about this… it is no great secret that I have a very strong anti-Apple bias (for reasons not of interest to this article). My bias plays no part in this … Continue reading →
Yesterday, I received a comment here on my blog from a Mr. Victory Fernandes. Victory (which is an awesome name) is a professional Delphi developer based in Brazil. When he’s not programming, he rides motorcycles (just like me)… so in a sense we’re kindred spirits in our work, and our bikes… Continue reading →
For those who aren’t already aware, TKinect was updated on the SVN repository on Friday 14th January 2011. It now includes a means of determining the real distance of any point on the Depth image… The code sample above shows … Continue reading →
By now we’ve all seen the fancy Depth Image output from the Kinect controller for the Xbox 360. Most immediately recognize that the various colors represent distance between the camera and various objects/boundaries within its scope, however I have yet … Continue reading →
Firstly I would like to pay a special “thank you” to Aleks of IT Security Lab for producing some amazing demos using TKinect for Delphi. The two demos he has produced showcase both 2D and 3D motion capture/tracking techniques. The … Continue reading →
I would like to make a special “thank you” notice to Embarcadero, my most valued source for development tools (Delphi, C++, Delphi Prism, RadPHP and much more), for their amazing donation of a Microsoft Kinect Controller. This contribution allows me … Continue reading →
Different game engines have different logical structures. Some game engines work on the principals of Entity Types which encapsulate all of the Assets which compose that Entity Type. Other games engines separate the Entity Types from the Assets of which they are composed. AGE takes the latter approach! Continue reading →
Those of you who chat with me regularly (or whom may have even worked on one or more projects with me) know that I’m heavily interested in developing 3D games (I even have a couple of game developments in the works). Well, now I’m looking to fill a void in the Pascal programming world: a fully modular, highly scalable, multi-architecture game engine toolkit. Continue reading →