Space-Dash | Developed using p5 | Augmented Reality library

 by   slw515 JavaScript Version: Current License: No License

kandi X-RAY | Space-Dash Summary

kandi X-RAY | Space-Dash Summary

Space-Dash is a JavaScript library typically used in Virtual Reality, Augmented Reality, Tensorflow, React, Three.js, WebGL applications. Space-Dash has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Game that features position tracking using Posenet. Developed using p5.js and Three JS
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              Space-Dash has a low active ecosystem.
              It has 2 star(s) with 0 fork(s). There are 1 watchers for this library.
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              It had no major release in the last 6 months.
              Space-Dash has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Space-Dash is current.

            kandi-Quality Quality

              Space-Dash has no bugs reported.

            kandi-Security Security

              Space-Dash has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Space-Dash does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Space-Dash releases are not available. You will need to build from source code and install.

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            Space-Dash Key Features

            No Key Features are available at this moment for Space-Dash.

            Space-Dash Examples and Code Snippets

            No Code Snippets are available at this moment for Space-Dash.

            Community Discussions

            QUESTION

            RealityKit app and lower iOS deployment target
            Asked 2022-Mar-10 at 15:04

            I have an iOS app with deployment target iOS 10+, I need to add some features that depend only on RealityKit to appear with users whom their iOS version is 13+, the app compiles and runs successfully on real device but the problem is when archiving for upload to AppStore it generates a Swift file and says:

            ...

            ANSWER

            Answered 2022-Mar-10 at 15:04
            Firstly :

            Do not include Reality Composer's .rcproject files in your archive for distribution. .rcproject bundles contain the code with iOS 13.0+ classes, structs and enums. Instead, supply your project with USDZ files.

            Secondly :

            To allow iOS 13+ users to use RealityKit features, but still allow non-AR users to run this app starting from iOS 10.0, use the following code:

            Source https://stackoverflow.com/questions/71000365

            QUESTION

            How to use RealityKit's image AnchorEntity in SwiftUI?
            Asked 2022-Jan-08 at 20:36

            I want to use RealityKit's AnchorEntity initialized with an Anchoring Component Target of type Image. Here is what I am trying to do:

            ...

            ANSWER

            Answered 2022-Jan-08 at 20:36

            You can use AnchorEntity(.image(...)) in SwiftUI almost the same way as you used it in UIKit. At first click Assets.xcassets in Project Navigator pane and create AR Resources folder. Drag your image there. Setup its physical size in Inspector. Then copy/paste the code:

            Source https://stackoverflow.com/questions/70634542

            QUESTION

            Augmented Reality – Lighting Real-World objects with Virtual light
            Asked 2021-Dec-16 at 17:25

            Is it possible to import a virtual lamp object into the AR scene, that projects a light cone, which illuminates the surrounding space in the room and the real objects in it, e.g. a table, floor, walls?

            For ARKit, I found this SO post.

            For ARCore, there is an example of relighting technique. And this source code.

            I have also been suggested that post-processing can be used to brighten the whole scene.

            However, these examples are from a while ago and perhaps threre is a newer or a more straight forward solution to this problem?

            ...

            ANSWER

            Answered 2021-Dec-16 at 17:25

            At the low level, RealityKit is only responsible for rendering virtual objects and overlaying them on top of the camera frame. If you want to illuminate the real scene, you need to post-process the camera frame.

            Here are some tutorials on how to do post-processing: Tutorial1⃣️ Tutorial2⃣️

            If all you need is an effect like This , then all you need to do is add a CGImage-based post-processing effect for the virtual object (lights).

            More specifically, add a bloom filter to the rendered image(You can also simulate bloom filters with Gaussian blur).

            In this way, the code is all around UIImage and CGImage, so it's pretty simple😎

            If you want to be more realistic, consider using the depth map provided by LiDAR to calculate which areas can be illuminated for a more detailed brightness.

            Or If you're a true explorer, you can use Metal to create a real world Digital Twin point cloud in real time to simulate occlusion of light.

            Source https://stackoverflow.com/questions/70348881

            QUESTION

            How to show image from gallery in realitykit?
            Asked 2021-Dec-12 at 08:44

            I want to show image from gallery. i am loading the image using imagePicker.

            ...

            ANSWER

            Answered 2021-Dec-12 at 08:44

            Try this. Take into consideration, a tint color is multiplied by an image – so, if tint's RGBA = [1,1,1,1], a result of multiplication will be an image itself (without tinting)...

            Source https://stackoverflow.com/questions/70321744

            QUESTION

            How to fix AR connected issue in my device?
            Asked 2021-Nov-23 at 13:58

            I am developing a website related to Augmented Reality. But my mobile phone (Samsung Galaxy M02S) is not supported AR. When I try to install ARcore, google play store show an error.

            So I installed ARcore using apk and now this app was installed. After that, I checked my mobile phone AR was supported or not. The below notification was shown when I try to see AR.

            How I fix this issue and have any other way to install ARcore into my phone?

            ...

            ANSWER

            Answered 2021-Nov-23 at 13:58

            AR Core requires some specific hardware to work. You can check the list of supported devices here. No amount of side loading will help because this is a hardware requirement issue. Moreover AR Core is under active development even if you somehow install a version that might work that version will soon be deprecated and you will start getting the popup saying you need to update.

            Kindly use a device that is part of supported list or an Emulator that supports this. IMHO it is best to develop using a device that has support from AR Core team.

            Source https://stackoverflow.com/questions/70081990

            QUESTION

            SCNKit: Hit test doesn't hit node's dynamically modified geometry
            Asked 2021-Aug-15 at 08:41

            I'm facing an issue where SCNView.hitTest does not detect hits against geometry that I'm modifying dynamically on the cpu.

            Here's the overview: I have a node that uses an SCNGeometry created from a MTLBuffer of vertices:

            ...

            ANSWER

            Answered 2021-Aug-13 at 15:46

            When you perform a hit-test search, SceneKit looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.

            The problem in your case is that when you modify the buffer’s contents (MTLBuffer) at render time, SceneKit does not know about it, and therefore cannot update SCNGeometry object which is used for performing hit-test.

            So the only way I can see to solve this issue is to recreate your SCNGeometry object.

            Source https://stackoverflow.com/questions/68723000

            QUESTION

            Error in displaying reality file from network
            Asked 2021-Jul-26 at 06:44

            I am trying to display a reality file created using Reality Composer. The below code works for usdz but not for reality. Here is my code

            ...

            ANSWER

            Answered 2021-Jul-26 at 06:44

            Uploading a .reality model from web works fine. You can easily check this in Xcode Simulator:

            Source https://stackoverflow.com/questions/68517968

            QUESTION

            Camera Intrinsics Resolution vs Real Screen Resolution
            Asked 2021-May-28 at 13:28

            I am writing an ARKit app where I need to use camera poses and intrinsics for 3D reconstruction.

            The camera Intrinsics matrix returned by ARKit seems to be using a different image resolution than mobile screen resolution. Below is one example of this issue

            Intrinsics matrix returned by ARKit is :

            [[1569.249512, 0, 931.3638306],[0, 1569.249512, 723.3305664],[0, 0, 1]]

            whereas input image resolution is 750 (width) x 1182 (height). In this case, the principal point seems to be out of the image which cannot be possible. It should ideally be close to the image center. So above intrinsic matrix might be using image resolution of 1920 (width) x 1440 (height) returned that is completely different than the original image resolution.

            The questions are:

            • Whether the returned camera intrinsics belong to 1920x1440 image resolution?
            • If yes, how can I get the intrinsics matrix representing original image resolution i.e. 750x1182?
            ...

            ANSWER

            Answered 2021-May-28 at 13:28
            Intrinsics 3x3 matrix

            Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:

            • fx and fy is a Focal Length in pixels
            • xO and yO is a Principal Point Offset in pixels
            • s is an Axis Skew

            According to Apple Documentation:

            The values fx and fy are the pixel focal length, and are identical for square pixels. The values ox and oy are the offsets of the principal point from the top-left corner of the image frame. All values are expressed in pixels.

            So you let's examine what your data is:

            Source https://stackoverflow.com/questions/66893907

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            ARMeshAnchor – SceneKit SCNView Renderer EXC_BAD_ACCESS
            Asked 2021-Apr-21 at 00:26

            Im converting the ARMeshAnchor data to mesh using SCNGeometrySource which it works fine but sometimes 3/10 I will get a bad_access from SceneKit renderer.

            [![enter image description here][1]][1]

            ...

            ANSWER

            Answered 2021-Feb-07 at 11:58

            It occurs because ARMeshAnchors constantly update their data as ARKit refines its understanding of the real world. All ARMeshAnchors are dynamic anchors. However their mesh's subsequent changes are not intended to reflect in real time.

            If you want to duplicate your ARMeshAnchors collection use the following code:

            Source https://stackoverflow.com/questions/66070916

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Space-Dash

            You can download it from GitHub.

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            Final-Project-Documentation The motivation for this project is to utilize web technologies today that allow users to be placed into more immersive experience. As a child, I really loved playing the Kinect and Wii because I was able to see my physical movements being mirrored on my television. I find it incredible now that there are so many libraries out there that might allow developers to create these amazing experiences that can be experienced from a laptop or a phone. This is my attempt to use one of these libraries to build a dynamic, interesting game that can be played with just a person's laptop anywhere. This is a web game that tracks the position of a person in front of the camera to determine the movements of the ball the that is being controlled. The game features Posenet, taking advantage of the library's impressive ability to consistently track parts of a person's body. Leaning to one side or another makes the ball move to the same side that the person is leaning towards. Jumping, which is detected once the shoulder positions are tracked to be above a certain position, causes the ball to jump. The game takes the data from Posenet's processing of the live video and uses p5.js to display this information for the user to see in their live video at the top of the game. The research that I have done so far has taught me how the ThreeJS library can be used to create simple games, and I now have a solid understanding of the z-dimension so that I might make this game. I have also been experimenting with NodeJS to see how I can create a backend, which I intend to use to hold players' high scores. The game was inspired by Temple Run and seeks to be styled like a futuristic sci-fi game. The style of the game is heavily inspired by my love for Star Wars and retro space posters. Attached is a working screenshot of the application. I have done previous projects in p5.js, specifically in making simple games with user controlled objects. Using Three.js will be more challenging to incorporate a third dimension to the gameplay. I first found out about Posenet after seeing it in a suggested video for a Coding Train video I was watching. I wondered if I could utilize this easy-to-use API to create a web experience game that could be used by anyone with an internet connection and a laptop. I thought about how a game could properly use motion to create an intuitive and fun experience for users. I immediately thought of the games Temple Run and Subway Surfers, as the players must use their hands to jump over obstacles and evade them by going left or right. So I thought about how players could use their bodies to move left or right, and eventually settled on tilting their bodies to move their character and jumping to have it jump. I followed Three.js tutorials to understand how to create the game, and overall did not find it all that much more different than Processing or p5.js. It was challenging to understand the z-dimension and how elements like lighting and the camera work in relation to all the objects in the scene. After following a few well-documented tutorials I was able to figure it out. This was probably the most difficult thing about creating this project. Next I needed to create an interface for p5.js, and followed a Daniel Shiffman tutorial to figure this out. I also made sure that this live feed will be displayed on the screen of the user, and thought it would be fun for people to see themselves moving and playing the game. P5.js allowed me to get coordinates of people’s body parts and I decided to compare a person’s shoulder to their hip to determine side movement. If the value of the shoulder was more to the right/left of their right/left hip, the ball would move to the side that they are tilting to. If the players shoulder points are above a certain level, which they are told would be the level at the beginning, the ball will jump. I thought that creating rings for people to move through would be an intuitive object because of the game’s setting in space. Initially I started off with just red hoops, which would end the game if hit. However, I realized this was far too challenging for people if there were too many hoops and too boring if there were fewer rings. So I came up with the idea of adding rings that would provide bonus points, to motivate users to move around more to jump through these. I created a dodecahedron because I initially wanted the player to control an asteroid, but could not figure out how to create assets in Three.js. I added the mesh background because I thought it would add more to the futuristic, yet retro feel that I wanted the game to have. Finally, I set up a back-end using Node.js and Express following a tutorial by Daniel Shiffman. It stores to a database locally. This was probably one of the most challenging parts of this, because I had not done any server-side programming in the past. In the future I would have taken it a step further and hooked it up to Firebase potentially. For the sound I found a public domain retro music which I play, and when the user hits yellow coins for bonus points, a ding sound plays. I did user testing on two people. Both shared the opinion that making the ball jump was difficult, having to reach a very high threshold in order to trigger it. I think that this is a problem with me making the game, as I can jump fairly high. Perhaps I should market the game as being a workout rather than one that is casual. At the showcase, people also said that the jump threshold was way too high. Another problem at the showcase was lighting and the presence of other people in the back. Posenet simply takes an array of people present in the webcam frame and this meant that Posenet would constantly jump between many people, although the person playing was the most prominent.
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