where can I find the ARToolKit v6 source code? - augmented-reality

Like the title's gonna show I would need a copy of the open source ARToolKit v6 library to make custom edit for an Android implementation.
Thanks in advance.
Ps: I already downloaded the ARToolKitX version, however I need to make even more changes to make it in pair with the V6 library.

ARToolKit 6 was, unfortunately never released publicly. The sponsor DAQRI withdrew the efforts prior to releasing it open source.
The closes you can get is looking into ARToolKitX which is the successor of ARToolKit 6 and was released by the same team shortly after ARToolKit 6 got discontinued.
This link should have everything regarding ARToolKitX
https://github.com/artoolkitx
I hope this helps a bit.
Also here is the official website of ARToolKitX: http://www.artoolkitx.org

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How to do force directed edge bundling in gephi?

Is is possible to do force directed edge bundling in gephi? I see a GSOC project completed in 2013 but I want to know if it is packaged with the standard release now. If yes, how to use it?
Thanks a lot for the help
It's possible in a demo build only. The project you refer to has been integrated into this demo build (a little over a year old, though). According to the developers, other things have to be addressed first before this makes it into the regular build. There is no estimated ship date.

What would be the best way to create a firefox plugin for taking desktop screenshots?

I need to create a firefox plugin that allows a user to take screenshots of any part of their desktop and have them uploaded to a server. There seems to be lots of plugins for screen capturing a webpage, but nothing for capturing anything outside of firefox. So after a little research I have not found much information on how this might be possible. I don't want to resort to a using a java applet but I will if that is my only option.
Does anyone have advice on how I might create such a feature?
Thanks
I don't think a Firefox addon is the most appropriate approach here. Maybe split the task into a Firefox addon to offer the "upload to a server" component and a native app to do the desktop screenshot (or just integrate with existing screenshot tools).
If you're worried about complicating the installation process for end users, you could look into bundling the addon component and native app into a single installer (e.g. MSI on Windows, RPM on Linux, etc.). You'll have to come up with different apps for each platform you want to support (and maybe even each version - e.g. Windows XP vs Windows 10).
Whatever you decide, you'll probably need to create a more specific question to get further help here (there's no simple Firefox.Addons.API.TakeScreenShot() answer I'm afraid).
Also make sure you're using the right terminology - a plugin is the deprecated NPAPI approach whereas addons are still supported.
I'm actually working on taking native desktop screenshots just in the last coupel of days. I'm using js-ctypes. My work goal is the same exact thing to, upload to server. If you would like to collaborate I am very open to it! We can chat about it on #jsctypes irc channel :) irc://moznet/jsctypes (Mibbit IRC WebApp) If you don't know js-ctypes thats ok i can handle that while you can handle uploading techniques, and an editor on canvas :) The editor is a huge part of it, you can see my ideas/plans here: https://github.com/Noitidart/NativeShot/wiki/NativeShot
I'm really really interested in a collab on this!
I'm still working on windows right now, the color is messed up: https://github.com/Noitidart/NativeShot/tree/digitanks-method
I was just about to start OSX work following this example here: https://developer.apple.com/library/mac/samplecode/SonOfGrab/Introduction/Intro.html and here: Take ScreenShot without Window
You can install the addon from that branch and click the icon that gets added to the toolbar, it will take a screenshot with 3sec delay and then append it to the body of the selected tab. (Windows only right now)
Doneskis baby check it out: https://addons.mozilla.org/en-US/firefox/addon/nativeshot/
Got some quirks. Released it as v1.0 though. I'm working on Android support, pretty close. I need to flesh out the editor tools. Please let me know if you're willing to collaborate.

Objective-c Shinobi Grids Update to 2.8

I am using Shinobi Grids 1.1 and I am looking to upgrade to 2.8. I cant seem to find any documentation on this online, does anyone know of any documentations online I can look to point me in the right direction? Please and thank you.
DISCLAIMER: I am a developer at ShinobiControls.
If you're a customer, you can download version 2.8.0 of ShinobiGrids from our customer portal. Otherwise, you can download a trial version available on our main site HERE.
Once downloaded remove the old framework from your project and drag and drop the new one in. You may get warnings and possibly some compile errors seen as you are updating from such an old version. However, any warnings you get should describe an alternative implementation.
If you get any compiling errors or warnings that aren't clear, just email us at info#shinobicontrols.com. A member of our team will get back to you as soon as they can.

Is PlayN on iOS possible without licensing MonoTouch?

Following the instructions on the PlayN wiki I was able to get the "hello" PlayN sample running on the iOS simulator. However, when using MonoStudio, I was told that I need to upgrade to an Indie license or higher to compile the code. (Apparently I was using 33+ features which required it.) When I activated a trial edition, the sample compiled and ran fine on the simulator.
The PlayN wiki seems to indicate the you'd only need a license if you plan on testing on a real device. Is it wrong or am I missing something?
Also, I thought the idea behind PlayN was to build a free, open source game engine on top of free, open-source technology. Mono is both, but MonoTouch is neither. Is there another option or am I stuck with shelling out $1000/year to use iOS (which so far seems far from fully implemented on the PlayN side of things)?
Right now, there isn't. Sorry its disappointing, but its the nature of iOS. Its a very non-free platform.
Perhaps you can try your hands at writing a cross compiler, and release it under an opensource license? You can try basing it on http://gcc.gnu.org/java/.

Is XNA Development for iOS feasible? is XNATouch the only good XNA implementation for iPhone?

I want to develop and port some of our windows phone 7 games to the iOS platform.
But currently it seems that our only option is: MonoTouch + XNATouch?
Do you use any other SDK for running XNA games on the iOS?
What is your opinion on developing XNATouch Games?
http://xnatouch.codeplex.com/
You might want to support ExEn, this guys is trying to get support to open source his port to iPhone, Mac and Android.
Hello Andrei :) well on XNATouch Stuff currently they are on 1.0 stable version wich only supports XNA 3.1 and only with spritebatch no 3D available at the moment, in the next releases the will be dropping 3.1 support because you can no longer release games on XBLIG that are built under 3.1 and they will be bringing XNA 4.0 support, when you may ask unfortunately there is no ETA. As this is an open source implementation brought to all of us by a great community its prone to bugs but as a great community we all are you can always submit a bug or fix the code yourself and submit a patch.
The best thing you can do its to give it a chance and try then decide yourself if it fits your needs.
Hope this helps
Alex
You can so do this now! Time has marched on and XNA development is a reality on iOS using MonoGame.
Here are some app store games written using this framework:
Console Wars
Chicken Store
Derfwood

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