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.
Related
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.
I made this tutorial about a year and a half ago:
https://www.youtube.com/watch?v=akAAAvGyLn0
To summarize, at the time, the best way I could find to get Qt and OpenCV running together on Windows 10 was to download the source for OpenCV, download CMake, check the Qt option, compile OpenCV fully from source, and then edit the .pro file within Qt Designer.
This process is very time consuming (the video linked above is about an hour) and results in a configuration where OpenCV has to be in the exact location specified in the .pro file settings, which are cryptic and very non-intuitive.
With package management having progressed quite a bit in the last year and a half, I'd like to re-do this video using some sort of package management to use pre-compiled binaries and greatly ease and expedite the process.
Within Visual Studio I use NuGet packages for almost everything as they are quick and work great. Moreover, making your own NuGet if there is not an existing one is not that difficult.
So for those familiar with Qt and/or package management (outside of Visual Studio) more than I am, here are my questions:
-Does Qt have a NuGet equivalent? I just downloaded / installed the most recent Qt (5.8) and I can't seem to find any NuGet equivalent in the installer or the menus (this seems very archaic for 2017)
-If there is not a NuGet equivalent within Qt, is there an industry standard package manager that would work with Qt and Windows? What about for common Linux distributions such as Ubuntu? I found this link: http://rodrigoberriel.com/2014/11/using-opencv-3-qt-creator-3-2-qt-5-3/ is this the best way to use Qt / OpenCV on Linux ?
-It seems Chocolatey has an OpenCV package: https://chocolatey.org/packages/OpenCV but since the default compile options for OpenCV don't include Qt, and this page seems to state that the package is compiled with the default options, I gather Qt is not supported, is this correct? Even if Qt is supported, will putting the Chocolatey OpenCV package name in the .pro file be recognized by Qt, or is that only a Linux thing?
I would really like to continue supporting Qt in my OpenCV tutorials, but with how quick and painless it is to use OpenCV within Visual Studio now (just choose an applicable NuGet package) and how difficult it is in Qt, I'm considering no longer using Qt until they get a NuGet package equivalent going. Can anybody provide assistance with the above questions / concerns?
I posted this question a while ago in the qnap forum but had no answer (http://forum.qnap.com/viewtopic.php?p=480557&sid=8bb86fda3f81fff50c82dc0e74810188), so I decided to post it here also.
On my customers QNAP boxes, I have an old version of the sqlite3 library, /usr/lib/libsqlite3.so.0.8.6, but for software like duplicati backup, I need a higher version. I compiled sqlite amalgamation version 3080704 successfully on the box.
Is it enough to copy the compiled .so lib in /usr/lib to allow duplicati to use the good one (duplicati complains about an old version of the library if I use the builtin).
Duplicati is (L)GPL software written in C# (.NET) that runs just fine in MONO, but I guess I can't compile it to include the sqlite3 library statically.
Does anyone have a similar issue with lib versions, and may be a possible solution ?
Cheers, Francesco.
The solution lies in linux mono's "DllMaps", and it is documented in the article I posted in the qnap forum (see link in question).
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 ...
Here is the situation: I've built a native library for re-distribution in other apps. Because we're using ARMv7 NEON, we ship two versions of the library: One for most devices and a "fallback" limited capability version for ARMv5/ARMv6. So far so good and this has worked well.
However, for some reason a newly created app running on a Nexus S with Android 4.0.3 is picking up the wrong (armeabi rather than armeabi-v7a) version of the library.
If we dig into the device filesystem, we find that /data/app/my_app.apk contains the correct versions of the library. However, when Android extracts it to /data/data/my_app, we find that /data/data/my_app/lib/my_lib.so is the armeabi version. But, strangely, /data/data/my_other_app/lib/my_lib.so is the correct armeabi-v7a version.
So the questions are:
1) WTF??
2) How does Android decide which eabi to extract from the APK?
Yes, this is known bug in ICS - it chooses wrong library.
Read about it here:
http://www.moodstocks.com/2012/03/20/ice-cream-sandwich-why-native-code-support-sucks/
https://groups.google.com/d/msg/android-ndk/N8FLjvM81pg/2rYeClQZcckJ