I have recently entered a new, strange and exciting phase of my gaming life: Dad Gaming.
To put this in context, I’ve been playing games for a long time. I Mutant Camel’d through primary school, Sonic’d through the student days, PaRappa’d through my early career and Mario’d into marriage.
But at all of those points I was playing with peers. Consenting adults, fully aware of gaming tropes and vernacular, able to hold down several buttons and a trigger simultaneously while loosing off a round of sniper fire.
Nowadays, my gaming partners are 2 girls under 10 and my outlook and attitude to gaming has completely changed. Vast swathes of the electronic landscape are off limits, and to be honest, I’m enjoying the change of scenery.
Well, we’re a few days into 2012 and no armageddon yet, so it’s probably safe to take a quick glance back over our shoulder at some of the technical stuff that’s flashed past in the preceding 12 months. Continue reading Looking back at 2011→
I finally got around to taking a look at the Kinect SDK the other day, partly because I was interested to see how the API looked from F#. Unfortunately getting it going turned out to be more of a pain than I was expecting.
The first bit was easy: I’m “lucky” enough to have one of the older Xboxes, which meant I’d had to get a Kinect with separate power, which is the one required by the SDK. Now all I needed was a Windows machine to develop on. Continue reading Kinect SDK with F#→