This project uses an arduino and the simconnect SDK to interact with and display info from Flight Simulator X (FSX).
There is an LCD which displays:
- Altitude
- Airspeed
- Pitch
- Bank
- RED = Gears Up
- ORANGE = Gears Moving
- GREEN = Gears Down
This project uses an arduino and the simconnect SDK to interact with and display info from Flight Simulator X (FSX).
There is an LCD which displays:
While the Channel 9 Quickstarts are great for getting started with the Kinect SDK I decided that it won’t do any harm posting my own tutorials. Much of the information will likely be a repeat of what’s said in the Quickstarts with the exception that I’ll be using XNA rather than WPF.
This is the first tutorial which is the most basic and involves getting only the video stream from the Kinect and converting it into a Texture2D that we can then draw in XNA.
Before starting make sure you have installed the following:
The first thing you will need to do is create a new XNA 4 project and add a reference to “Microsoft.Research.Kinect.Nui”. Don’t forget to add the using statement.
Now declare two variables. The first is of type Runtime with a name of nui, this represents the Kinect. The second is a Texture2D called kinectFrame which will store the video frame we receive from Kinect. You can call them something different if you want.
It’s probably a good idea to resize the XNA project to match the resolution we will be using for the Kinect to avoid cutting of parts of the image. In this project the resolution will be 640×480.
While creating a basic project for another blog post on using the Kinect video stream I wanted to see the difference between using a byte[] and a Color[] for creating the Texture2D from the video stream.
I was using the profiling tools in Visual Studio 2010 both pieces of code were used in the exact same project and swapped out for different profiling runs. I wasn’t sure if the length of time the app was running would make a difference so to be fair, I put an if statement in to exit the game after 20 secs.
The results show the Elapsed Inclusive Time % which from the MSDN site I take to mean the total amount of time during the profiling run that the application spent in the particular methods including other method and operating system calls that were made.
Finally got round to getting some hosting of my own, so now its time to start blogging about Kinect, Windows Phone 7, XNA and in the future some DirectX and C++ stuff.