ARcore - Can you develop on IOS then run on Android? - arcore

I'm just looking around at some innovative methods for teaching and instruction and stumbled across ARcore. I want to start having a play and get a feel for it, but i hold my hands up im no coder. But I do like to learn myself as I go.
Wondering if I can develop on my MacBook but run on my Samsung S9?
If I can bumble my way through it enough to get buy in at work then it might be something they will invest time into.
Thanks.
A.
Looking for any advice.

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Controlling mpd/ncmpcpp on laptop from iphone

I just set up ncmpcpp on the ubuntu side of my macbook pro, and I'm trying to make an iphone app to control it. How would I go about doing this?
Should I use bluetooth or wifi? (which one would be easier)
And then how would I go about implementing it? What packages should I install in linux? And how would I use them?
I know it's kind of a big topic, and I have several broad questions, but if you can answer any of them or provide any information that would help, I would be incredibly grateful!
Thanks!
That sounds like an ambitious project with a significant scope.
Whenever ideas like this crop up, it's good to take a step back and ask: "What am I trying to accomplish?".
Are you simply wanting to run a music "server" on your Ubuntu portion, and access it via your iPhone? Or are you trying to make a "remote control"?
There are likely apps that will do what you're wanting to do... I know, I know mdp/ncmpcpp is super neat looking, but... practicality!

is Adobe Air capable of converting a complex Flash game into iPad/android platform game?

I've recently heard about the converting feature of Adobe Air but how well does it work?
Does it emulate every bit of code a complex Flash game using tons of libraries outputs or should you expect a lot of work to go around if you were to convert one?
I'm thinking of making a complex cross-platform game but not sure which is better/easier, to use Flash and Adobe Air for its abundant game libraries, resources and faster development or to simply go with Java.
It Would really save lots of time if I can use Flash. Though, I can imagine it would also give me headaches to worry about all the time. Like what if adobe/apple stops supporting Flash or what if the converting feature won't work.
Any advice and any bit of information would be welcome. Thanks.
AIR works well on iOS in my experience although native apps will always perform better. I cant think of any aspects of Flash that wont work when converted to run on iOS.
Whether AIR performance is good enough really depends on the individual case - how gpu and cpu intensive the game is.
You have to consider the trade-off: use existing Flash skills to create a 'good' game quickly; or learn new skills to create a 'better' game slowly - is it worth spending weeks/months learning new skills to get a few extra percent of performance? Only you can decide that.
Regarding Adobes AIR support in the future; who knows - they dont have a great track record (think flash on mobile) - but i would suggest AIR will be around for at least the medium term, if not long-term.
My personal opinion is that "mobile" is not going anywhere and now is the best time to start learning Java for Android and/or Objective-C for iOS. Like PhoneGap, Flash mobile Apps don't give you complete access to the devices entire API/SDK options, even though what they do offer usually suffices. Flash is still a respectable tool but developing "native" gives you full control over your app's memory, device interaction, cutting edge APIs, etc ...
Depending on how optimized your action script 3 code is written, you may experience some performance issues vs utilizing native graphics libraries. I assume the latest version of AIR (I know Flash 11.2 and on included some nice graphic stuff) may address performance but haven't seen any benchmarks for AIR on mobile devices yet.
If you are hoping to go the AIR route, I'd say why not take a few days and try to port it over. If all else fails get a nice iOS or Android book and cuddle with it every night until you are confident you can recreate your App natively.

Porting android code into objective C

I have an android game thats basically completed and I want to start porting it to iOS.
I'm completely foreign to objective c and I have no idea where to start. In android I have a surface view, canvas, and a game loop which draws and posts the canvas. What's the iOS equivalent?
First, be very careful of trying to transliterate between languages. You can't just pick up Java idioms and "do the same thing" on iOS in many cases. Many things are done with a completely different approach (threading is a major example; drawing is often done differently as well). You should spend some time learning the platform first or you'll get something that "almost" works and chase bugs and performance problems forever.
That said, the tool you probably want to study is Cocos2D which is a very good 3rdparty toolkit for building 2D games on iPhone. This is generally a much better approach than trying to build it up from scratch and should have a lower learning curve for game dev.
It's difficult to know how you should port without knowing the nature of your game but most iOS games are written in OpenGL which is very extendable. It has some optimization tricks that can play a big role in how you architect your rendering pipeline though.
If you decide to go with OpenGL you should check out this Stanford talk presented by NGMoco on how to do this...
http://www.youtube.com/watch?v=VNr5I3ZRecE

Best 2D/3D Game engine for a map-based game in iOS

I am not very familiar with Game engines for iOS app. Can anyone suggest an open source game engine for my game development?
My game scenario is as follows: The user selects a map, and a character inside of the game I moves through a path predefined in the map.
I was thinking about writing this game in OpenGL but it seems like I have to write a huge amount of code. Do any game engines exist in which I can successfully write this game?
Lua is easier to learn than Objective-C. There are several Lua development environments:
Gideros Studio: http://www.giderosmobile.com/
Corona SDK: http://www.coronalabs.com/
Moai: http://getmoai.com/
My favourite is Gideros Studio, because it seemed to me the easiest to get started, and is free until you want to remove the splash screen, and has a very friendly forum with access to the developers. You can also include native plugins (Objective C and C++ for Android).
Moai is the only actual open source one, if you really need to change the source, but it is probably the hardest one to learn.
cocos2d is popular and easy to use and learn. you could also use kobald2d as that includes cocos2d and other frameworks as well. you can download them through a search on google
As state by the other user cocos2d would be a good solution for what you want. Although you asked for "open source", you can always check, for free, Unity for iOS. You could also check a question I made some time ago, which can give you some hints of some options you have, here. From the Unity site:
Oh, and don't forget that Unity is free and we have fully-functional
30-day trials available for Unity Pro and Unity iOS Pro!
I know it's not perfect, but still, if you see it's worth, it can make a huge difference in your project.
Try Stencyl, it's not free, but it is a good engine that doesnt require a lot of code

iOS multiplayer game - what to use for the multiplayer part?

I'm developing a game for iOS that should include the multiplayer. It's not a turn-based, rather a real-time game. I know I can use some different approaches here:
Game Center multiplayer (has matching and searching for matches, gives authentication out-of-the-box, additional are leaderboards and achievements)
As far as I know, OpenFeint also includes some multiplayer helpers
I can also write my own sever code, but woudn't it be reinventing the wheel? I'd also loose all the good stuff from GC...
Any suggestions here? What's the leading market solution, that doesn't take too much to integrate into a game; I'd like to be able to send short bits of data between players (player position + action taken) in a real time. Best would be to reduce the lag :)
personally, i think the easiest way to go is with gamecenter. it was pretty straightforward to integrate it into an existing game - i'd say it took 2-3 weeks. the main problems that we encountered were to do with the game simulation not being particularly suited to multiplayer, rather than anything to do with dealing with gamecenter.
You may also consider Nextpeer (disclosure: I work there). GameCenter is good, but it has the downside of not being cross-platform. We offer a solution that is cross-platform (iOS, Android and Unity3d) and is geared towards multiplayer in casual games. So we provide the hosting, the player-to-player communication, the matchmaking, and Facebook integration.

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