Does the Oculus Touch controllers work with the OpenVR SDK? - oculus

I am currently about to write my VR game engine. I am trying to decide if I should use the Oculus SDK or the OpenVR SDK. I have looked everywhere and can't find how well the Oculus Touch controllers work with the OpenVR SDK.

I have a project built in Unity with OpenVR for the Vive. I set up the Oculus Touch on my computer and ran the project in Unity and the Touch controllers worked without changing anything. I had to make some adjustments to get the button mapping I wanted, but in my experience having just tried this, building for both the Vive and Touch using OpenVR works just fine. I have not noticed any problems with the Touch controllers through OpenVR and in reading forums it sounds like there are no performance issues. However if you only want to target Oculus, it sounds like OpenVR will be preferable.
I'm no expert but I hope that helps!

Related

Can I read iBeacon data using AS3/Air?

I am wanting to develop a simple micro location app using iBeacons (just arrived today...how exciting). I have zero experience coding native in iOS and Android however have developed several apps using AS3/Air so I was wondering if there is a way to receive the beacon data using AS3?
I know there is a Bluetooth ANE for Android (which is not production ready) but was hoping someone knew of an iOS and Android ANE.
Happy to pay someone to create one for me if possible!
To my knowledge, nobody has built a ANE wrapper for the Android iBeacon Library or for the iOS CoreLocaton APIs. There is an iOS wrapper and an Android wrapper for Xamarin (another cross-platform development framework), and I have been approached by folks interested in building an Android wrapper for the Basic4Android.
An ANE wrapper would be an interesting addition, so if anyone experienced with building them is interested in working on this, I would be happy to help on either the Android or iOS side.
Full disclosure: I am the primary author of the Android iBeacon Library.
I've just found iBeacon ANE on this site http://www.caffaware.com/archives/469
Good job! ;-)
If anybody is still looking, a free ANE can be found here:
http://www.as3gamegears.com/air-native-extension/ibeacon/

Confusion regarding PhoneGap/Cordova

I have a webapp developed (game), based on HTML5 + CreateJS, but since Android lacks of standards, I've run into unsolvable issues for my webapp. That's why im recurring to PhoneGap.
Yet my confusion lies in the fact that I need to make this game into a phonegap app that runs on Android/iOS, using for each platform native specific stuff.
So, should I build 2 apps (one for each platform), all over again, or use the one I have and try to deploy it into different devices using phonegap?
The truth is I don't know how to approach this problem... can anyone help?
Best Regards.
Yes, you can use Cordova (PhoneGap) to create a cross platform mobile app. Basically, Cordova (PhoneGap is Adobe's version of Cordova) is an open source project that provides JavaScript API's for accessing native device functionality (like the Accelerometer or Camera.) Cordova also lets you package your app in the native application shell, so you put your app on the app store. Please see my other answer here about Cordova and hybrid apps: Beginning with Apache Cordova
If the game runs completely in HTML5, I think it would be easiest to just use that one codebase and integrate it with Cordova and then deploy to the various platforms - why rewrite the app twice if you don't need to?
However, if you are using native device functionality, you may need to develop your own Cordova/Phonegap plugins for use. This way, you can call regular Android/iOS code (Java or Objective-C code) that you write from your web app code with JavaScript. This might be more work, especially if you have never written in these languages.
Personally, since you already have a working HTML5 app, I'd just try to get it working with Cordova and see how it performs. If you really need some native specific stuff, then I'd try creating that "stuff" as a plugin. Rebuilding the app twice, once for Android and once for iOS seems like a pretty big waste of time to me.
The answer here is either yes or no.
Yes if you want to use some specific feature of the native code. For instance, iOS's default objects is beautiful itself, you can easily drag and drop it to build your application. However, it takes lots of time to rebuild for another platform. Specially, if you intend to create app/game for multiple platforms, it would be a nightmare.
HTML5 is much faster for you to approach several platforms. However, you can't get the best result on all platforms and all devices. I mean, it is really difficult to bring the max performance of the app on all devices. For this solution, I suggest HTML5 with some libraries such as LimeJS, Crafty, Impact, etc. or some tools such as Construct 2, etc. I used to use HTML5 with all those libraries but found out that Construct 2 is much better.
Instead of using phonegap, I recommend cocoonjs. Specially if your targets are iOS and Android platforms.
Hope that help.
Yeah, even the simplest game such as bubble buster would be difficult to make cross platform with different version of android webview and you need cross platform? I would suggest looking into something like Unity3D.

TideSDK and dependency on SDK

I'm very very new to HTML5 programming, so forgive me if I ask a strange question. I'm looking for a good tool to write apps the can be run on iPhone, Android and the most known webbrowsers on a desktop. I came across TideSDK and I was a bit confused by the fact that it has SDK in the title. Does this mean that the SDK is part of anything I will create with it?
Do I have to distribute the SDK along with the App I create and wouldn't that be a problem when wanting to freely distribute my application?
Regards
Gabrie
Well there are two ways to build the application
1) with package.
With package works as stand alone application without any dependencies or anything other things installed.
2) without package.
The think you were saying is right. They need to have modules to be installed.

Using libGDX to create a 2D Android game

I am a newbie to the libGDX game development framework.
Can anybody explain the purpose of the "desktop" application? Is it necessary to create a "desktop" application for my android application? Is it because the class which launches my main application is in my desktop application?
Sorry for asking such lame questions. Kindly help me out and clear my basic understanding regarding such things.
Thanks in advance!
The purpose of the library the way it's designed is to allow you to create all of your game logic in a way that doesn't depend on the platform. That way your game can run on Windows/Linux/MacOS/Android.
As a result you can run your game while you're testing right on your desktop, saving you from having to package an APK and deploy it to an Android emulator or device. Your development goes much quicker that way (plus you get free support for platforms other than Android).
When developing with LibGdx you have one main project, which holds all you platform independent code (like 99% of code) and you have projects for other platforms, which are typically just one class. So, beside that main project you must have at least one more, platform dependent. And if you are using assets you must have android since assets (graphics, sounds, fonts) must be placed there. Having desktop project is nice to have, as Odat said, for testing - you can run your desktop app much faster and i.e. make screenshots, maybe record it as video....
For android or iOS development use your Desktop project for rapid development of your game mechanics. Load time is a fraction of the Android build and launch and much quicker than the emulator. Debugging is much quicker to setup and run in the Desktop project.
You can quickly add bits to your game and get immediate feedback on how it works.
Of course many people release fully functioning games with only a Desktop version. Tools even exists to package them with installers!

Working with HTML,CSS and Jquery Or Javascript in WP7

I am presently started working with mobile development and would like to know which is the best way to work with Html,css and jquery/Javascript for WP7.
As I have seen couple of things on the web as Phone Gap,Jquery mobile and Appcelerator Titanium
1.I have some of the problems actually this is not a problem but as PhoneGap gives a starter template with C# solution.
But I'm working on VB.Net.I'm unable to work with the C# solution as If I convert to VB.Net the entire starter template it is not working.
2.Just now I had a look at Jquery mobile there is no specific documentation mentioned how to use it with emulator in WP7.
Can anyone show me the links where I can start with the basics of Jquery mobile with WP7 emulator.
3.Do you think there is any other best way so that I Can work with jquery, html and css in WP7.
It sounds like PhoneGap is your best option here. Right now, it's the best way to deploy an HTML-based application on Windows Phone. The main thing that PhoneGap gives you is a bridge to the phone's hardware (things like volume buttons, vibration, etc.). It also gives you an easy way to wrap up your application into a package that can be installed like a real native app.
By themselves, other frameworks like jQuery Mobile, Sencha Touch and Kendo UI don't provide hardware access or the ability to deploy the app natively. They are purely UI frameworks, meaning they provide the interface widgets you'll use to build your app but little else. Generally, with these frameworks, you need to host the app somewhere like a website and access it through the browser.
Assuming you're running a Windows machine, you could host the app locally for development using Internet Information Services (IIS). Here's a guide to setting up a site. Then you could open the emulator and go to http://localhost to interact with your app. That would work, but it would be clunky.
The ideal scenario is to use both jQuery Mobile (or another UI framework) and PhoneGap to create a nice-looking, natively installable app.
What I'd recommend is trying to get PhoneGap set up in a VB project. From what I've seen, this shouldn't be too difficult. There are probably some details to work out, but mainly it looks like you need to copy the www and GapLib folders over. Then right click on References and browse to the GapLib .dll. You'll also need to get the MainPage.xaml and MainPage.vb files set up, but they probably just host a web browser control, so this should be straightforward.
Migrating the pieces into a new project should work a lot better than trying to convert an existing project.
If you post specific issues that you run into during the setup, I'm sure you could get them answered quickly.