iOS location-based augmented reality toolkit/framework - ios

is there any good free location-based augumented framework/api/toolkit for iOS? I tried Layar, but you can't change pretty much anything in the player itself so it's not worth much for me, I want to be able to alter the GUI for my needs. I also tried PanicAR from doPanic and the free version has watermarks all over the place. So again, is there anything else for iOS that is usable for free app if you want to alter the GUI yourself? Thanks

Take a look at mixare augmented reality engine! website: http://www.mixare.org Soruce code: https://github.com/mixare/mixare-iphone
It's open source software (GPLv3) henche you can use it, study the source code, modify it and make it better! :-)
HTH,
Daniele

Related

Simple memory monitor for iOS

I have zero iOS programming experience but I'm good with Android and Java programming. I also know my basics in C++. Here's what the app needs to do:
List out all the current running apps in the phone and display how much Ram each is consuming.
Put the ram usage by each app onto the Logger.
That's it.
It's simple enough and I've read up as much as I can about Objective C and Swift (I can use either) and I've found an interesting tool here that does something similar to what I need to do.
If any of you can give me any advice I'd be forever in debt as I really need to get this done well. If you need anything else, let me know. Thanks a bunch.
Edit: to make myself clear, I'm only asking if this is even possible in iOS and what approach I may take and if there are any tools you recommend. I'm not asking anyone to do this for me.

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

Game Development in Delphi

I would like to have a go at making some simple games for personal/learning purposes. By simple games I mean games like platform, maze, arcade games for example. I would also one day like to create a platform game with a simple editor to allow others to edit and design their own game levels.
I am not sure if Delphi is the way to go though, I don't see or hear many people writing games in Delphi, but Delphi is the only language I understand on an intermediate level.
If Delphi is acceptable to create simple games as I mentioned, am I right in thinking that I would require some libraries that would help me do this, maybe Direct X for example?
I am using Delphi XE, I wish I had waited and upgraded to Delphi XE2 instead as it seems that includes some built in Drawing libraries.
I look forward to hearing your responses on this.
Thanks.
Check out Asphyre
And to encourage you; Soldat, C-evo and many more quality games were built with Delphi, Game Maker too.
There are to many options ...
If you are really new to this take a look at this site and get some good examples from children that try to make games Pascal programming for schools ...
If you are one level up here some library's that give you the a great start for small and big games... this is for new and very advance pascal programming...
GLScene just get the svn version... (Windows,MacOsX,Linux and hear for android and iphone ;) ) -- 2D,3D,isometric........
CastII Great engine (Windows,MacOsX,Linux) -- Mostly 3D....
Asphyre Sphinx 2 One of my favorite i allready start a big big game with that library... NOW (Windows32-64,MacOsX,Linux,and IOS) with DelphiXE2
ZenGL Fantastic and quite easy to use (Windows,Linux,MacOsX and i hear android too) --Mostly 2D but i hear 3D is in way out...
Castle Great library for me not to easy... (Windows,Linux,MacOsX) compine great with freepascal and lazarus...
Andorra 2d This is going to be the best but suddenly stops ... 2d programming at its best...
there are many other libraries and i here a few of them come out before the new year...
But if you go deeper you can try the hard way... the headers so ...
for opengl use the header from here delphigl
for SDL use the Jedi-SDL header (great by the way)...
for directX use the clootie and good luck...
But the most important thing in the game programming is the paper...
Every think write in the paper is the most value object in object programming...
Hope that helps...
Delphi is great for games! Here is a very good resource to get you started: http://www.pascalgamedevelopment.com/
It has a friendly forum where you can ask questions.
I have personally used Delphi for graphics programming for many years and written a free open source game engine in Delphi called ZGameEditor.
azrael11
GLScene doesn't support Android(work in progress as I know)
Cast II works only on Windows
Asphyre Sphinx 2 doesn't support Linux
ZenGL supports also iOS. Android - work in progress. 3D - I'm not interested in it currently, so only fast 2D is main goal.

iOS sample projects to learn from

I am just starting iOS development. I read some tutorials, watched stuff on iTunes U and wrote some sample code myself. Now I want to take the next step. I want to learn about best practices for iOS development in XCode.
Are there any well written and well organized iOS projects that one could take a look at?
(As I see it, iOS is not exactly the place for open source enthusiasts, however.)
Thanks
Mike.
I agree with several of the other answers that state that looking at many, many projects for mini-examples of what you want to do in your own app is the way to go.
However, you asked for an example of an app demonstrating best practices.
You could do worse than to read Matt Gallagher's blog, Cocoa with Love from beginning to end. However, the app example you asked for is right here.
Not only will it show a variety of techniques, some novel design and best-practices, but also he points out where he feels that he might have done something better.
It's a great read.
I would suggest the following process: (it worked for me)
Think of an advanced app. that you eventually want to be proficient enough to create.
Make a top-down problem-solving tree containing the necessary skills required to build your final app.
Use this tree to divide your final app. into 'sub apps'. Start at the bottom of the tree, find a tutorial specifically for that skill, and make a "Hello World" app. that uses that skill.
Keep progressing upwards, creating 'sub apps' as you go.
When you are finally ready to make your final app. (it will take a while), you will have a good handle on how iOS development works. It will also be a great test of your knowledge via direct application!
Getting the hang of iOS development can be tricky; it really does require a top-down approach, and every online resource I've found takes a linear one. The only way that I think a linear approach to learning iOS development would be manageable, is to take it one small task at a time.
As for specific resources, I always google "[what I want to do] iPhone SDK" and browse the tutorials and forum posts that come up.
Here are some open source iOS apps. However, they aren't very well documented and are also very advanced.
TKAWebView - A subclass of UIWebView that handles authentication and downloading.
Welcome to your Mac - An iOS app. to VNC into a PC/Mac and do some cool stuff.
InAppSettingsKit - A settings screen creator for your apps.
Good luck!
The people behind the Parse platform have made two complete projects.
For each project there is the complete source code, a tutorial and the resulting app is also available from the AppStore.
Anywall: https://parse.com/anywall
Anypic: https://parse.com/anypic
They both rely heavily on the Parse platform as the data source, but you still get a feel for an iOS project.
Molecules is a great open-source app that uses 3D OpenGL to render complex models of molecules.
Just keep coding my friend. You'll learn over a period of time. The best way to get dirty in a mud fight is to jump into it... Weird analogy but you get the point.
Maybe someday, we all will learn from you then !
Like you said there many and many source codes are available internet, but most are incomplete.
I found some Open source codes of REAL application currently available through Apple app store are given here
Free iPhone App Source Codes of real apps
and also, you can find many answers here on stackoverflow question - Are there any Open-source iPhone applications around?
You can download free IOS sample projects from http://devcodemarket.com
I realize this is an old thread but I've also been looking for good objective-c code examples recently and I just realized that TextEdit's source code is available at the Mac Developer Library webpage.
Also, here are some popular objective-c libraries that have caught my attention:
CocoaPods
AFNetworking.
you can also go through UICatalog from Developers Library and download the sample code. just google it and you will find a project containing all basics of iphone.
I don't think there is any perfect project that can demonstrate all the qualities of great code. Developers have stylistic preferences and may make mistakes. That said, you should look at a lot of different projects and try to look at the conventions used.
I'd suggest starting on GitHub. Besides for seeing code, you'll see what libraries are out there, which may help further your projects later on. Here's the Objective-C page on GitHub.
(Also, I (GitHub link) think you're wrong about iOS devs not being in favor open source. Yes, there's money to be made, but you can't sell a CSV paring library on the App Store as is.)
Have a look at https://github.com/mozilla/firefox-ios
That is Firefox for iOS, written in Swift.
Cocoacontrols has a wide range of controls written using Objective-C & Swift.
I believe these days, this is one of the most famous website for iOS Developers.
But, before you jump onto this, you have to learn Objective-C & Swift very well, so that you will understand how to use the controls in your app which makes your app smooth.

Can the UDK be used for non-game projects?

This is a pretty basic question. I am wondering if the Unreal Development Kit can be used for something other than games, specifically a light show simulator and editor. The site says:
Unreal Engine 3 has been used by game developers, researchers, television studios, machinima directors, artists and students. If you have an idea that needs to be brought to life in a game engine, UDK is for you.
But I have the feeling that it is more game oriented. For my hobby project, I would like to be able to create light show simulations with rotating/moving lasers/lights of changing color, synchronized to sound/music. I would also like to develop an GUI editor for this, preferably in C#, but if it's not possible to access the rendering functionality of the engine from C#, then C++/Qt should suffice. The editor would be used to design the simulation, which would then be rendered/played out in real time.
I guess my base, general question is: can the Unreal Development Kit be used for something like this, not necessarily game related? Or should I go with my original option of Ogre3D, which just focuses on rendering and 3D graphics as far as I know.
EDIT: Just saw this page which again mentions:
Can I create any kind of game with UDK?
Absolutely. UDK is the perfect solution for any kind of virtual world you wish to create, from racing games to simulations.
So my question is now simply: Would I be able to access the renderer or other functionality of my resulting code to integrate it into an editor for my simulator? I guess a simpler, more relatable analogy would be, if I wrote a game, would I be able to write my own level/character/etc. editor for it? And how would I do so? Yes, I know that the UDK comes with editors already, but I mean if I want to make my own.
Thanks! I appreciate any answers :)
The UDK only permits you to play with script (Unreal Script) and not with native code (c++). So more complicated projects or integrations are very difficult without the full c++ source code. But if you will re-use the editor (UnrealED) for your project and make you simulation based upon unreal you can do it.
I'm pretty well oriented in what Unreal Engine can do, and answer to your question is yes and no ;)
Yes, you can create your own actors that will be rotating/moving and emitting light. But won't be able to create your own custom editor around UE's rendered. Frankly I don't see why you would need one - Unreal Editor has all the tools needed to design and execute light show simulation (and much more) - all you need to do is to get familiar with those tools.
One thing you could do in external editor (except, of course, for textures, sounds, models, etc) is create some custom setup in saved to text files, and later read in those files in unreal script - it allows it.
"I guess a simpler, more relatable analogy would be, if I wrote a game, would I be able to write my own level/character/etc. editor for it?"
Yes, you can make your own characters and maps. You shouldn't have any need to make your own editor though, the given editor should be enough.
Although you might not have access to the C++ source code, there is a lot that can be done using Unrealscript. Check out all the entries to the Make Something Unreal contest, they were all done using tools available in the UDK.

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