GestureWorks 2 has significant changes and improvements over the previous versions of GestureWorks. GestureWorks 2 is more efficient, stable, and easier to use. Additional details are on our GestureWorks 2 Changes page.
You need a computer with Windows 7 or later and some type of input device, preferably a touchscreen. You can give GestureWorks formatted input from a touchscreen or any other type of device.
Windows 7 or later and a compatible programming language. GestureWorks 2 is a Windows C++ library and comes with bindings for Unity. Samples are provided showing how to use GestureWorks with Unity, Qt Quick, and Win32 C++.
GestureWorks leverages the power and efficiency of C++.
GestureWorks is a C++ library compiled in Visual Studio. Any language which will support binding to a library like this will work. GestureWorks also includes a package for the Unity game engine.
GestureWorks Core currently works with Windows 7 , 8 and 10.
GestureWorks Core currently works only with Windows, but Ideum has been developing builds to work on more platforms. Please contact us if you want more details.
GestureWorks currently works only with Windows, but Ideum has been developing an Android build. Please contact Ideum if you want more details.
Yes, as long as the terms of the license agreement are satisfied.
Yes. The GestureWorks processing core is configurable using Gesture Markup Language (GML). This means that you can easily create or modify gestures outside of your application without needing to modify the source code. But GML is for advanced users, most users can use a basic set of default gestures.
GestureWorks imposes no limitation on the number of touch points that can be processed. This is limited only by hardware.
The application passes touch points to GestureWorks every frame.
You can stop calling any frame update process, such as processFrame.