Anyone know if Vuforia is available for the Linux version of Unity?
Can't find any valid downloads. If not - any alternatives to work with AR?
Based of this link, I'm guessing No?
It's a pity but there's no support for Linux for Vuforia at the moment. Look at this answer of Official Vuforia Employee in Vuforia-Unity thread.
The only robust AR Development Tool I know is ARToolKit. It's available as a plugin for the Unity.
Hope this helps.
Related
I've created a nice application in Visual Studio. However, I want it to have multi-platform support. Is there any extension or anything I could implement to allow me to build my project for Windows, Mac and Linux users? Any suggestions or help would be helpful.
Thanks in advance,
Eddie
This other question on Stack Overflow is similar to yours, but only is asking about running on the application on Mac OSX. Most of the answers are suggesting to use the Mono Project. Hope it helps a little!
Check out the Mono platform. It is designed to let developers create cross-platform apps in .NET.
It will run on Mac, Linux and Windows.
In practice it is a bit clunky and not everything is available for Linux (e.g. WPF), but it might be a good solution for what you are trying to do.
http://www.mono-project.com/
After shutting down the openni and primesense I couldn't find any skeleton tracker library which works in Linux. Is there anything like NiTE2 available right now?
Have a look at opensource Skeltrack library. In case you need the NITE binaries they are available via Mira project. OpenNi is now maintained by guys at Occipital(called OpenNi2). Source is available here and binaries are available here.
I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!
While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.
Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...
I make small investigation how good is monotouch and mono for android comparing with native code? What I need is numbers and maybe some other info about advantages and disadvantages of monotouch and mono for android...
Thank you!
I don't have comparison figures but I have used both MonoTouch and MonoDroid for an OpenGL application.
The type of application your making may make the difference to you.
If you want to create a cross platform application I personally would go with Mono as its probably going to be more productive in the end.
I have must say MonoTouch outperforms MonoDroid, probably because of the .NET to java interop that must take place on Android (and the Java on Android seams to be slow)[At least android 2.2+ devices].
There is also Mono.Simd if you need speed optimizations.
UPDATE: "Mono.Simd" is not available on MonoTouch or MonoDroid.
I know this is not a real answer, but in my opinion, it is the best. You can get both a native app as well as lots of code re-use. There are lots of things out there that could help you make a decision, but also look at the Xamarin blog.
here a link that may help you :
http://www.koushikdutta.com/2009/01/dalvik-vs-mono.html
based on that mono is way faster than java dalvik!
Does anybody knows good IDE that will allow me to develop flash application on Linux?
You may find some useful suggestions over here.
I use Flex Builder for Linux to build applications using Flex. However it can be a bit fiddly to set up currently due to it requiring newer the latest version of the AIR SDK (see the release notes on how to upgrade). Also the MXML editor broken with Eclipse 3.4, so you'll want to stick with 3.3 until they release a patch, or patch 3.4 yourself according to this (untried by me).
In addition to Flex Builder, you can use FDT by PowerFlasher, awesome product.
Website:
http://fdt.powerflasher.com
I don't mean to sound a bit mean, but Noldorin's answer is no good at all and misleading, in fact it is fact-less. Flash development restricted to Windows? REALLY?!?!
I've wrote a command line tool called LFD to make it easier to develop flash applications on Linux.
However LFD mainly is a util tool based on Flex SDK. You may use your favorite code editor like vim or emacs to edit codes. It's not an IDE.
May it help you!