OpenNI Samples on Linux - linux

I just installed OpenNI so that I can run my Kinect on Ubuntu and develop there as well and it seems to be working properly but when I run the samples it just says starting to run and then never moves forward. I believe it is working properly because the Kinect is on and the infrared light is on so it is operating but I am not sure what to do to run the sample or collect the data in the proper way.
When I run the NiSampleSkeleton it just gets stuck at starting to run... and when I try to run NiSimpleViewer from the docs it freezes up completely and I have to restart my computer. Should it just run properly right off the bat after I have the basics installed or do I need to add any additional programs?
Right now I have the OpenNi Source Binary, the NITE binary, and the PrimeSensor module all the unstable build for Ubuntu 64 bit all from the OpenNi Download Page.

Can you try running the sample using the stable release for 64 bit Linux platform.

OpenNI doens't support Kinect for Linux anymore, what you can do is use a bind of libfrenect driver and openNI that you can found here. If you are already using this bind maybe the problem are some kind of permission issues. In that case there is a solution here.

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Unity 3d installing Standard assets for Linux/Ubuntu

I have installed Unity 3d on my Linux system.I have downloaded the Window version of the standard assets (.exe) since there is no option for installation in Linux, I tried installing the Standard assets(.exe) through wine... but im getting an error that unity requires windows 7 or more... But since this is Linux i cant help it.Is there any other way?
You can't expect .exe program to work on Linux out of the Box without the help of visual machine or some other software such as Wine. You don't even need the exe program to install the Standard Assets. You can get it directly from the Asset store from your Linux.
It's recommended that you use other OS at this time because the Linux version of Unity is still in experimental mode and you may have problems with it in the future.
You just download unity using the following link,
Unity 5.1 for Linux
It will contains standard asset also. Don't forget to select standard assets while installing.

Atom Runs Incredibly Slow on Ubuntu 15.10 - Something about a Renderer?

Alright, to be honest, I have no idea if this situation is specific to my computer or to any Linux user... but hear me out.
I have coded in GitHub's Atom text editor on Windows 8.1 platform before. Loved it, so when I switched to Linux (Ubuntu 15.10 Wily), the first thing I did was to download Atom's Linux build and install it on my system. It started out really great. It was as fast as I thought, even faster than its Windows counterpart, so I was fairly pleased.
However throughout the days I have reinstalled Linux and reinstalled Atom - and it was just very, very slow. I was editing a Markdown file and it lagged for 2 seconds to position the cursor onto where I clicked. I thought it may have been one package that was the culprit in eating up CPU/memory, so I deleted all the packages and started on a clean slate.
Nothing changed, for some reason.
Then I decided to check the System Monitor since there must be something going on, because ever since I've reinstalled Ubuntu 15.10 (I played around with some configuration files before and screwed the system up...) and reinstalled Atom - every time I started up Atom, my CPU would get very hot and the fan just gets super loud. Evidently that is not a good sign.
Behold, the culprit:
“atom --type=renderer --js-flags=--harmony --no-sandbox --lang=en-US --node-integration=true --enable-delegated-renderer --num-raster-threads=4 --gpu-rasterization-msaa-sample-count=8 --content-image-texture-target=3553 --video-image-texture-target=3553 --disable-accelerated-video-decode --disable-webrtc-hw-encoding --disable-gpu-compositing --channel=14354.0.624276243 --v8-natives-passed-by-fd --v8-snapshot-passed-by-fd”
Yes, the process name is that long, but here's a more readable list of the parameters:
--type=renderer
--js-flags=--harmony
--no-sandbox
--lang=en-US
--node-integration=true
--enable-delegated-renderer
--num-raster-threads=4
--gpu-rasterization-msaa-sample-count=8
--content-image-texture-target=3553
--video-image-texture-target=3553
--disable-accelerated-video-decode
--disable-webrtc-hw-encoding
--disable-gpu-compositing
--channel=14354.0.624276243
--v8-natives-passed-by-fd
--v8-snapshot-passed-by-fd
Here's an image of detailed description/statistics of the process - why is this renderer alone taking so much virtual memory...?
Seeing that the Atom creators also developed the Electron platform, I thought that Atom was built with Electron. Otherwise I can't explain as to why the Javascript V8 Engine is running as a renderer when I fire up Atom - whatever that means.
I'm really curious as to why this is happening, but most importantly I love Atom too much to give it up so easily, so I'm willing to put up a fight and see if you guys know what's going on.
In case it matters, I'm running Ubuntu 15.10 with GNOME Shell 3.16.4 desktop environment. Also, apm --version spits out:
apm 1.5.0
npm 2.13.3
node 0.10.40
python 2.7.10
git 2.5.0
P.S. Seeing that it's my first question, I may be violating some standards and netiquette on SE/SO, either through the way I voiced my question or any reason really - I don't know. If that is the case, please forgive me as I still have a lot to learn about StackOverflow and this amazing community which helped me through my journey of coding. Thank you wonderful folks in advance.
There is an Atom text editor snap package in Ubuntu 16.04 and later, and it runs the way it's supposed to, including the built-in JavaScript console in Dev Tools.
Run these commands to quickly and easily install and upgrade the Atom text editor snap package from the terminal in Ubuntu 16.04 and later (64-bit only).
Install Atom text editor:
sudo snap install --classic atom
Note that a snap in classic confinement behaves as a traditionally packaged application with full access to the system, and Atom extension packages are installed into the user's home directory.
Upgrade Atom text editor:
sudo snap refresh --classic atom

Using Ubuntu to install Cardboard SDK for VR applications

I am trying to install Cardboard SDK on Ubuntu 14.04 and it say it needs "Unity", but the download of "Unity" seems to be only for Windows and Mac. Anyone has tried this on Ubuntu?
Unity3d has already released a beta Linux version.
It is not perfect, but stable enough. If you want to develop a cardboard app on Ubuntu, you need it.
Are you, somewhat understandably, confusing "Ubunutu's Unity" with the Unity - Game Engine?
You should take a look at Programming for Google Cardboard (starting from nothing). To quote:
I assume I have to start fresh, so I went to the generic Google
Developer website. I want to program on my Ubuntu 14.04 machine,
hopefully that won't be a hurdle but it probably will be.
The developer appears to manage to get it running though.
yes there is a beta version of unity which works for ubuntu.
has a quite of bugs, but can manage.
https://linuxhint.com/install-unity3d-linux/
follow the above link and you are done installing.
after installing try not to work offline as it crashes.
unity3d #ubuntu

Make a game with Cocos2dx on Linux

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 ...

Which Linux distribution for VMWare Workstation Guest?

I've been fighting a whole day with UNIX utilities - so sorry if I appear confused! I'm describing my painful and (so far) fruitless process a little because maybe someone may correct me, or maybe describing the process might be helpful to someone later on. If you want to skip this, the question is bolded below.
So I'm trying to convert a Linux program developed using kdevelop. I'm trying to make it run on Windows 7. (This is the SHoUT Speech Took mentioned here, developed by Marijn Huijbregts).
I've wasted half a day trying to install kdevelop on Windows, only to understand that kdevelop can't run on Windows and that I've been installing KDE all that time :( (If kdevelop CAN run on Windows, information would be highly appreciated).
OK, so following the advice in SO's Best environment to port C/C++ code from Linux to Windows, I installed MinGW32 only to find out that SHoUT's makefile contains targets such as aclocal, autoheader etc. - I've come face to face with the hitherto unknown GNU Build System.
I'm now in the middle of installing GnuWin32 using GetGnuWin32. This is taking hours. And I suspect that once it finishes, I'll stumble on something else.
A day of pain - and still not one code line compiled :((.
So, I'm thinking about an alternative approach: Install Linux and run kdevelop as a cross-compiler to compile to Windows. As this is a console application, MAYBE it'll be easier.
So, finally, my question:
If I want to install Linux guest in VMWare Workstation (8, running on Windows 7 host), I understand I need a "distribution". I understand there's a ton of distributions, some free, some paid.
Which distribution should I choose which would run kdevelop and be as simple as possible? I just want to ##$$ing compile, and I can't stand one more day like this...
Avi
Edit:
I've tried compiling the code using VS - very tedious. Many differences between Linuix/GCC and windows/MSVC. Moreover, this is code deveoped by someone else, and I'm not even sure that the program sovles the business needs. So I've decided on the following process:
Configure Linux and run the software on Linux.
Validate that program solves business rule. If not - Abort.
Try cross oompiling on Linux. If running on Windows, verify by comparing outputs to those obtained on Linux. If good - Done.
Try compiling on Windows using ported Windows versions of the GNU Build tools. Use understanding and values obtained from building on the Linux target. If good - Done. Else
Abend and try another solution to the business problem, or try the MS tools (again using understanding and values obtained from building on the Linux target).
Many distributions are possible. Mandriva is KDE based.
But you can also install a Debian distribution, and install KDE in it.
I suggest to contact the ShOUT project community.
You should not cross-compile. MinGW can come handy but it is not required. What you need is to port the code and its dependencies to Windows, and there is nothing wrong if you use Visual Studio, for example.
I am using Ubuntu on VirtualBox OSE and through it use kdevelop and it runs seamlessly. Alternatively you can try kubuntu.
Why VirtualBox OSE - Free, Mature
It is easier to compile with MinGW on Windows than cross compile on Linux.
Build system... It could be quite easy to write Your own. Much easier than actual porting of C++ code. Could be even easier than using GNU Build System.
Please DON'T install Linux! It will take you another half a day and another questions asked here if you're doing it for the first time.
Just install VirtualBox and grab some VirtualBox image from some site. Kubuntu should be working fine with your KDE stuff: http://virtualboxes.org/images/kubuntu/
It will get you a running KDE Linux in just 5 minutes.

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