Is ARCore running on MagicLeap One? - arcore

I would like to use ARCore on Magic Leap One. Is this possible?
Can someone tell me if it is supported?

As of now, that remains to be seen, maybe with their push into mobile-phone AR they might support it. This article talks about it:
The job listing also specifies that applicants should have experience
with ARKit and ARCore, the mobile AR frameworks developed by Apple and
Google, respectively. However, it’s not clear whether Magic Leap plans
to use ARKit and ARCore, or whether the company is looking to bring
its own AR technologies to mobile devices.
This isn’t the first time Magic Leap has hinted at plans to offer some
cross-platform functionality for AR developers. The company’s chief
content officer Rio Caraeff suggested in an interview with Variety at
the sidelines of the company’s Leapcon developer conference last year
that this type of interoperability would be key to taking Magic Leap
out of the home, and into shared spaces.

Related

Where can I find information about Nuance's new Nina SDK?

Nuance made a major announcement on 8/6/2012 about their new Nina technology, but the SDK does not seem to be available. I don't even find any documentation beyond marketing stuff (video etc.). Does anybody know how to use this SDK, or when/where it will be available ?
They made the announcement but it doesn't mean the product will be available soon for a wide audience. They just started one partnership to prove the technology work and you need to be a very big client in order for them to return your calls.
Luckily, there are other speech recognition and NLP providers out there. You should better check the ones who have the product available.
It looks like the main site is http://dragonmobile.nuancemobiledeveloper.com/public/index.php?task=home

3rd-party iOS SDKs?

My team and I were just starting to get the evaluation version of AirPlay SDK up and running when their pricing structure changed dramatically, along with changing their name to Marmalade. I don't think we can afford them at this time since we just purchased a MacBook Pro and still need to pay for the Apple Developer Program and local business licensing fees.
Can you point me in the direction of any other inexpensive 3rd-party SDKs that might provide similar features? Right now, we don't care so much about compiling for other platforms - I feel like when we are ready for that we will also be ready to license Marmalade or some other SDK. I am aware of GameSalad, but I do come from a programming background and am also aware of cocos2D but was hoping for the option of 3D graphics libraries.
Depending on your 3D requirements, I would recommend cocos2d because there is an additional library in fairly early development called cocos3d, which as you'd expect, adds 3d capability to cocos2d.
May be Shiva3d http://www.stonetrip.com/.
Perhaps they will change the price because they cooperated with airplay.

SDK for fingerprint matching

I am looking for SDKs which can do finger print matching. Rest of my code is mostly in C so I prefer if the SDK has C API's. Also it would be great if the SDK is free. Does anybody has experience with these SDKs and recommend any particular SDK? Also, while looking in these SDK what are the important features I should concentrate?
I've used two SDKs in the past, but only as a C# developer. Both the SDKs below say that they support C:
Griaule Fingerprint SDK (requires paid-for license)
Digital Persona OneTouch (free sdk)
A quick summary of features to consider:
Are you verifying that a fingerprint matches that of a known user, or identifying a user from a single fingerprint?
The Griaule SDK implements both Verify and Identify patterns.
DigitalPersona's free SDK only supports Verify - to Identify, you have to loop through all the fingerprints in your database and see which one matches best. They state that this is 'inefficient', but if you have very few users (< 200), it seems quick enough.
Adjustment of discrimination sensitivity (false positives/false negatives)
Balance up how closely a print must be identified. A high sensitity may cause a legitimate user's prints to be rejected, but a low sensitivity may match one users' prints to the wrong user. Assess the impact of each case and code accordingly.
The deployment overheads differed - the DP components came with a merge module, but I only recall seeing standalone installs for Griaule.
What fingerprint capture devices are you intending to support? Check very carefully that the SDK will support yours!
Check the licensing terms very carefully the Griaule costs can be substantial based on the number of clients you expect to roll out to.
The Griaule SDK required a license file be deployed, both on client and server.
DP (free edition) did not.
The .NET DP SDK came with a visually pretty, and easy to use, fingerprint registration dialog, but the version I downloaded (v1.4.0) had a bug with the fingerprint capture component taking up to 10 seconds to initialise. I don't know if this has been resolved yet. However, it was straightforward to code a bespoke UI.
Overall, I favoured the DP SDK, but it was a close-run thing. Basically, being license-free and better documented suited me more.
You can use Innovatrics IDKit PC SDK. You can get a free version for 6 months. This provides a C API as well as a C# API. I have been extremely impressed with this package.
If your platform is not a PC, there are packages for other platforms as well.
This is very useful with detail information about fingerprint integration with windows based software: http://www.codeproject.com/Articles/38881/Fingerprint-Reader-Integration-using-the-M-SYS-SDK This integration was using this fingerprint sdk. It solves problems with low level free sdks and also supports other biometric modality.
This is a really simple question, but the answer is really complicated. Most of the Free or at least royalty free matching SDKs are tied to a vendors fingerprint scanner. If you are wanting to use one of those SDKs you will have to commit to their scanners.
The next question is how is the software going to be used. Fingerprint matcher tend to fall into one of two categories, 1 to 1 or 1 to N. 1 to 1 is assuming you know who the user is and you want to just VERIFY their identity with a fingerprint. 1 to N searches through a database of users and finds them by their fingerprint. Depending on the size of your user population, if you are doing 1 to N you may need to confirm the performance of the algorithm first to ensure it will meet your needs.
The other option that you have is there are fingerprint scanners that do what is known as match on device. These scanners have embedded matching algorithms and databases that do all the work for you. You get all the licenses you need when you buy the fingerprint sensor. These are really useful in embedded applications.

Can one make real games with XNA and C#?

Can XNA and C# be used to create commercially feasible PC/XBOX games?
Is it the best approach for creating 3D games with C#? If not, what would be?
Actually you can do that but it is a little bit tricky.
You need to pass via an approval process by the "community" (XNA Creators club Online users).
You will also need to pay an Xbox live account plus an Xbox live developper licence.
According to XNA FAQ:
Do I need an XNA Creators Club premium membership to create games?
You don't need a premium membership to make games for Windows or Zune. However, you must be a premium member and in a supported region to create games for the Xbox 360, to release Xbox 360 games to Community Games on Xbox LIVE, or to peer-review submitted games.
Who can peer review XNA Community Games?
A member of the Creators Club whose premium (paid) account is in good standing and is a legal adult (for the countries we currently serve this means 18 years of age or older).
And:
Why does my game have to be peer-reviewed? Why can't I just send it to Xbox LIVE marketplace?
Peer reviewers help creators write better games, and protect game players from experiencing highly offensive or malfunctioning games. Peer reviewers will reject your game if:
Your game contains prohibited content, which is content not allowed on Xbox LIVE services
You misrepresent what is in the game play or in the promotional materials for the game
The promotional content for your game ( for example, the box art, description, banner or title) is not appropriate for all ages on Xbox LIVE Marketplace
The game crashes, it has too many bugs, or it is technically defective in some way
the faq is can be read here
If you want to do it simplier you can play with DirectX directly or even other libraries like SDL (for 2D games). Actually C# is very good for a variety of things and it gets better as the time goes.
A short answer to your first question would be, yes. It is entirely possible to create just about any kind of game with the XNA library. It can be used to make simple 2D platformers, or moderatily complex 3D shooters.
Depending on the game, the amount of logic you'll need to create for your game may vary.
Of course, while creating 3D games, you'll either have to create your own 3D engine, or get your hands on one pre made. XNA in and on itself does not provide an engine that would be fully usable out of the box. It does, however, provide wide variety of tool to help you in the process of making your own engine.
XNA is dedicated primarily to garage games, small projects with small teams, and hobbyists. Also, it's a really good learning tool for game architecture and 3D programming. But for commercial applications, there's a clearly huge gap between the XLA and the XDK.
Using the XDK allows you to access to a much deeper level of hardware, which is definitively a must if performances are an issue. Also, most of commercial game engines are developed for use with the XDK (the Unreal Engine, for example). The debugging and profiling system of the XDK is also an amazing tool which is not available using XLA.
So yes, it is technically possible to make commercial games using XNA, but the real world tends to prefer the XDK.
C# is not that much slower than C++, however C#'s memory management is not really Game friendly (in the AAA style). Never the less rendering is basically the same, as you'll be using DirectX I guess, so there is no reason a very professional game like Gear of Wars couldn't be made with C# (As a game dev my self, I've seen the source code for Gears of War, and can tell you this first hand). But you'll need great artists.
The real roadblock, is if your source is in C#, you have just locked your self out of other Platforms that aren't from Microsoft (Say Sony or Nintendo), but then again GoW is Microsoft bound, ASFAIK.
As for XNA, the best selling Arcade/Community Game Braid, was written in C++, but that's because the author didn't want to lock himself out of other platforms, and he had lots of experience and a large code-base that was already C++ based
XNA saves you a lot of the low level tedium associated with making games. This can be a huge time savings for a handful of people banging out games that don't need to push the hardware to its limit; however, most AAA games require a few people getting down and dirty with the hardware to push the limit as much as they can.
Having said that by no means does your game have to be AAA to be commercially feasible or fun - one could even argue it hurts more than it helps. Technology is rarely the bottleneck of making good games.
I doubt you will create the next Gears of War with it, but XNA works fine for many types of games. Most (all?) of the Community Games on XBox Live are created using XNA.

Is there an equivalent to the XNA framework for consoles other than XBox360?

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

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