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Is it possible / a good choice to use Google Cardboard SDK to realise AR?I Only have found VR related things with that SDK. What is the best framework for AR? Is Vuforia a good way to go? Im trying to write an AR app (for Android) which detects/scans room numbers at my university and shows the schedule of this room (which class / time / which prof...)
Thanks for help!
Google Cardboard SDK is made for VR, hence not the best option for AR. There are SDKs built specifically for AR. Check out this comparison
There is an alpha version of DroidScript (JavaScript IDE for Android) available which supports augmented reality for Google Cardboard. There is also a sample on the DroidScript forum that demonstrates Aruco marker detection (Augmented reality). So I guess you could hack something together quite easily if you ask the developers for the latest version.
The latest version of vuforia can be integrated with Google cardboard.
Check this link:
https://developer.vuforia.com/library/articles/Solution/Integrating-Cardboard-SDK-050
Are there any limitations with using DirectCompute on DX10.1 GPUs? I will do most of my development on a DX11 desktop, but I'd like to demo code on a DX10.1 laptop. It'll be a Macbook Pro running Win7 in Bootcamp. The GPU is an Nvidia 330M. What limitations can I expect?
Edit: I found a page about using Compute Shaders on DX10, but it's not entirely clear to me if these are serious limitations or not.
Edit 2: My goal is to learn a bit about quantitative finance and solving PDEs.
Frankly I think CS 4.x is rather limitating because of the lack of atomics, double precision, restrictions for accessing groupshared memory, as well as the 16KB limit. Also you can have only one UAV that can be bound.
I believe most of DirectCompute developers will use CS 4.x for post-processing in games or so (probably with both CS 4.x and CS 5.0 code path). People that want to do heavy GPGPU work will learn with CS 4.x then later move on CS 5.0.
Now you're saying you haven't a clue of the CS 4.x limitations. I suggest to go with CS 4.x and stick to it for now.
But really it all depends what you are developing, how and your target audience (professional developer vs hobby coder, shipping your application now vs in two years, mainstream audience vs pro market etc).
I can't tell you if the limitations are serious or not, as 1) it depends on what you're trying to achieve, and 2) I simply don't know enough about the compute shader.
However, you can run the DirectX Caps Viewer to see what features your device will support (or what limitations you can expect). Also, AFAIK other than the limitations highlighted in the link you posted, you will only be able to use CS 4.0, not the new features in CS 5.0.
I know you can write applications for the Zune, but what about the Zune HD?
Answer:
http://coolthingoftheday.blogspot.com/2009/09/xna-game-studio-31-zune-extensions.html
yes. And, while XNA targets gaming, normal apps are usually less complex, so IMHO there's nothing that says you won't be able to deliver normal apps as well as games that target the HD.
Mine's already shipped.
After much research on Google I have determined that the Zune HD is likely, but not officially confirmed, to have support for XNA. If it does have support for XNA, you will be able to create apps for it, although those apps will likely be games as XNA is primarily a game development framework.
UPDATE: XNA Studios just added Zine HD support. So yes, you can at least make games for Zune HD as well as any other app you can make with XNA.
Doesn't sound like it -- see here:
Zune HD will indeed be getting
applications, but at this time
Microsoft is planning to keep the
development in-house. In those
situations where they do want to work
with a third-party developer, it will
be a close relationship with the
Redmond,WA-based software giant. In
other words, you won’t be seeing the
wild west frontier mentality that we
have seen grow up around the iPhone,
iPod Touch, Google Android and the
Palm webOS. At this time there will
be no independent software development
kit (SDK), although Microsoft does not
rule that out for down the road a
ways.
...and also here.
Ever heard of OpenZDK?
"That’s about to change. Through the work of myself as well as Netrix, Nurta, and the rest of the ZuneBoards Development Front, all Zune models, including the Zune HD, have been hacked. The first true hack available for the Zune, this makes it possible to, for the first time, run applications directly on top of the Zune firmware, with full access to everything XNA withheld before. The limitations of XNA are now no limitations at all." (from Zune Boards: http://www.zuneboards.com/?p=vB50442)
The OpenZDK wiki: http://zunedevwiki.org/wiki/
Personal experience: I have used XNA games on the Zune HD along with the Zune 30...works great!
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
iPhone Development on Hackintosh
I really want to get started, but man are those Macs expensive...especially for a non-US like me.
I'm thinking about trying to run OS X in VMWare. But would this prohibit me from doing iPhone development? I will gladly buy a copy of OS X to give Apple their due...
Thanks,
Makil
The answer is yes.
To develop iPhone applications, you need the iPhone SDK, which in turn requires Mac OS X version 10.5 (Intel). If you can satisfy this requirement in your OS X installation, then you can build iPhone apps. Whether you can test them just as easily depends on USB support in your installation.
The fact that the Mac Mini is $599 is irrelevant to the question and how inexpensive it is, is relative. What is inexpensive to one may not be to another (especially since the OP states that he is not in US, where it might be much more than $599).
Yes, its possible. But, issue is that iPhone SDK gets frequent updates and requires updated version of Mac OS X - updating hackintosh is pain (you can do better development on MacMini instead of wasting time to upgrade) and you will never know when your hackintosh will be unbootable!
USB, Audio are another issues I have seen in hackintosh.
It's definitely possible, and it's not even that hard if you're buying the parts with the intention of running OS X on them.
Most of the difficulties and incompatibilities people experience are due to attempting to try out OS X on hardware they already have. They may have an AMD system which needs a Voodoo kernel, they may have a Radeon 4xxx which will only work in VESA mode without hardware acceleration. Of course these things can be made to work, and it is getting easier all the time, but it's more effort and it's where the bulk of the problems come from.
Once you do get your Hybrid Mac working (as I affectionately prefer to call them) it still won't be as perfectly painless as the ideal (note: not actual!) Mac owning experience. But still, with a little common sense you get a lot more computer for a half or less of the price.
Edit: as for running OS X in a VM on a PC, it's really not very nice at all. It's a tremendous hassle to get it to boot at all, and even then it's not very usable as an environment, often without working sound/LAN/etc. You can obtain complete VMWare images of OS X which may not even work inside different virtualised environments!
Technically: yes. Legally: no. The OSX EULA doesn't permit it.
Note that having the right tools for your job is important, and the unknowns of running OSX on non-Apple hardware could lead to problems down the road. The Mac Mini isn't that expensive at $599, assuming you've already got a keyboard, mouse and monitor.
I know it will work, if you can get the damn thing to install and your able to get usb working.
I currently own a G4 mac mini and had a 2nd gen intel IMac (had to sell it to pay the bills). I paid for my iphone developer lic., bought a 2nd gen touch, booted my mini, downloaded the iphone sdk... Oh no, you need 10.5. Bought and installed 10.5... Oh no, you need an intel mac. Forced sdk install, apps build great for the simulator, but what is this, I can't sign my code. More hacking... Oh no, provisioning error. Connected the touch, unable to mount dev partition. I now left with no job, no money and no way to release my apps to try to make some money.
Oh, yeah, I'm going to try to install hackintosh in vmware, but only because I'm flat broke. Also, I wouldn't buy a another mini knowning that my g4 mini cost $599 (back in the day) but once I was done making it usable, I spent over $1000 ($200 aftermarket 1gig ram upgrade, $99 keyboard/mouse, $150 monitor, etc). Of course it's cheaper for better hardware now, but the mini nickel and dimes you to death. Do yourself a favor and just get a macbook, that will be my next buy.
And the funny and/or worst part about all of this is, I don't even like OSX or the iphone/touch.
I've tried, but I haven't successfully run OS/X in VMware. I do know someone who's successfully developed iPhone apps on a hackintosh, but getting your hackintosh set up is quite difficult.
I'm in the same boat, I don't want to shell out foir a Mac until I know I'm comfortable with the toolchain, and I'd like to get a feel for iPhone development using my current hardware. Interested to hear of others experiences.
I was (with some effort) able to install OS X, snow leopard, as well as the dev tools onto my IBM X61 and have had no issues with it or developing IPhone apps on it. I have the OS fully functioning. Note: I bought a retail copy of Snow Leopard for my project.
Why? I had more time than money. If I had to choose again and I had the $1500 beans (+tax, + whatever) to buy a mac book pro I would have as it certainly wasn't 'simple'. But I didn't.
But now that I have done it, I have an immensely cool IBM MacBook :) and am quite proud of the accomplishment. I also learned an awful lot in the process. Was it hell? Yes.. Was it worth it? Yes...
Hope that helps!
A Mac Mini is $599 and comes with OS X ($129 by itself). The specs on the Mac Mini aren't awe-inspiring but they're perfectly usable. I just wouldn't be able to justify saving a few hundred bucks (max) by buying a bargain basement PC and running it as a Hackintosh. You lose all ability to get support from Apple, you have no guarantees it won't break compatibility in the future, and you are highly unlikely to get the same relatively seamless experience of a real Mac.
Bottom line, whatever money you save, you'll probably end up paying for/regretting later. I own both a Mac Mini and a Macbook and I've had a better experience with both than with any PC I've bought or built in the past. I just wouldn't recommend trying to make an end run around this for the sake of a few hundred bucks. Heck, if you add up VMWare ($189) and Leopard ($129) and the cost of even a bargain PC, you're pretty close to a Mac Mini already, so I can't see this being worth it.
It's gotta be free. It's hobby, after all, not a business!. Creating for-profit software isn't an issue, but anything that requires a hardware mod is out.
Nope, I don't think so. The only other .NET environment for consoles I know costs money and is called unity3d: http://unity3d.com/
I think it supports the iPhone and the Wii and uses Mono as runtime environment. 200 bucks and you are in :)
No, all of the major consoles, except for the Xbox 360, do not have open development environments. There are various homebrew kits you can get, but these aren't sanctioned by the console makers (Nintendo, Sony, and Microsoft), so at best, you'll only be able to give away ROMs of what you make for free. If you try to sell anything, you'll get sued into the ground.
As Adam said, homebrew is pretty much the only way to do what it sounds like you want to do. A lot of times, using homebrew kits also involves modifying the console in some manner.
There is a Linux-based portable game device called the GP2X that might interest you, but I think that open source game development (or at least game development using open source tools) is more of a PC thing.
If you are a student at an accredited university, you can get a free 12-month trial subscription to the XNA Creator's Club through the Dreamspark site.
Free and official? No. And XNA isn't free in the respect that you have to pay $99 to use it on the 360.
You're pretty much limited to hacked, homebrew development, coupled with hardware modification. There's at least one console out there where the hardware modification is not required but I'm not sure if we can talk about it.
On a historical note, Sony released something in Japan called Yarouze on the PSX which had a similar situation to the XNA Creators Club on the 360 (paid kit, only for hobbyists) but it never came to the USA.
Not as widely documented and supported as XNA, but here are some libraries with documentation/wiki's for the handheld consoles.
GameBoy Advance: HAM
Nintendo DS: PAlib, devkitPro (the basis for pretty much all homebrew on the DS)
You may still be able to find a "PS2 Linux" kit available - but the games you make there will only run on other instances of PS2 Linux - a limited audience.
It depends what you classifies as a console. The iPod Touch and the iPhone has got the iPhone SDK with which it should be possible to develop quite good games and when you're done they can easily be distributed through App Store either fer free or for a price of which you will be given 70%.
as bhinks mentioned, there's the GP2X, but has been around for a bit, and there's a huge community of homebrew game developers for it. the GP2X has now ceased production, and it has 2 successors on the way, the WIZ by the same company, Game Park and the Pandora which is a proper enthusiast device.
the beauty is you can do games in SDL and build for all devices, including the PC
Just pay your $200 for the Unity3D indie license and you can create games for Pc, Mac, the browser, iPhone and Wii. It's arguably a more powerful enigne than XNA because it has built-in collision detection, physics etc