I am now working on the visuals, this is a priority because:
- I want to make it immediately clear to people that the game "knows" when they move, that they are seen.
- There is quite a high likelihood that in the outdoor setup things will not work as expected. The least I aim to achieve is that the game is a pretty screensaver nonetheless.
So, I would love to have your feedback on the following two methods of visualising the players' motion
AIn this approach I'm trying to detect and draw the contours of passers-by, having these as polygons means I can draw them with funky gradients, but detecting the contours from motion blobs is not always accurate (as you can see when many people walk into view).
BIn this approach I'm using the raw optical flow data (
magnitude > some_threshold) to draw a fading history image. It's more precise but allows for less shiny polygon-ness.
If you have any other suggestions, I'd love to hear them, this is a problem I've been stuck on for the longest time now