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A fork of Extreme Tux Racer with Windows-only Kinect support
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KinectDaemon Visualize z depth in KinectDaemon
data Initial commit
doc Initial commit
Makefile Added Kinect support to ETR
README.markdown More minor edits
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kinect.cpp A little more defensive coding
kinect.h Added Kinect support to ETR
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racing.cpp Added Kinect support to ETR
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winsys.cpp One less ivar
winsys.h Updated KinectDaemon copyright, tweaks

README.markdown

Extreme Tux Racer

This is a fork of Extreme Tux Racer with support for Microsoft's Kinect sensor as an input device on the Windows platform. As Tux accelerates down the race track, the user can steer the penguin by tilting his or her head left or right, lean forward to paddle, and lean back to brake. Watch a video of this in action!

Overview

In order to maintain compatibility with Linux and Mac OS X, all of the Kinect processing is done in a standalone C# application. All skeletal information of interest to Extreme Tux Racer is transmitted via a UDP socket. Thanks to this modularized design, Extreme Tux Racer can still be compiled on platforms for which the official Kinect SDK is not available. As another benefit, the original Extreme Tux Racer source didn't have to be adapted so it compiles with Visual Studio.

Usage

To try Extreme Tux Racer's Kinect support, make sure the latest beta of the Kinect for Windows SDK is installed on your machine; then compile KinectDaemon with Visual Studio. Connect your Kinect sensor and run the executable to start processing skeletal information.

Next, compile Extreme Tux Racer on Windows in a MingGW environment via the Makefile provided. Make sure SDL, SDL_image, SDL_net, SDL_mixer, freetype2, libpng, zlib, libintl, and ActiveTcl are installed. When you start the game, a UDP server socket will be created. Once a new race begins, simply tilt left, right, forward, or back to control Tux.

The game runs best when the resolution is cranked all the way up.

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