Google VR SDK for Samsung Gear VR? - oculus

Would Google VR SDK work on Samsung Gear VR (Oculus) or am I bound to Oculus SDK? Or are there any other alternatives (preferably open-source)

Google's VR SDK will work fine on devices that you plug into GearVR with a normal cardboard headset. If you want to use the GearVR headset as a cardboard alternative, then it is also possible - you have to disable Oculus home and GearVR service.
This is said to work: CB Enabler for Gear VR (did not check by myself)

While you'll still need to have the Oculus SDK in your project, a library like VRTK can help you abstract away a lot of the pain of working with multiple headsets. It supports both Daydream and Oculus (as well as a host of others).

Related

Is it possible to distribute enterprise/in-house tvOS apps over the air to Apple TV?

iOS enterprise apps has the ability to be distributed over the web using a manifest file. Can the tvOS be distributed in a similar manner? I know there's no web browser for tvOS, but I was wondering if there's a way to airdrop a file onto the Apple TV to install an internal tvOS app?
The only way so far is to either use an MDM server or use Apple Configurator via a Mac to drag and drop an IPA.
You can use Testflight to distribute you App in-house creating a group of internal or even external testers.
Sadly HockeyApp or similar 3rd party distribution systems do not support tvOS yet.

Samsung Gear fit 2 widget

Is it possible to develop a widget for Samsung Gear Fit 2?
I've tried creating-your-first-app/web-widget but I'm not able to 'Run' or 'Debug' it.
This creating-your-first-app/web works on the device and emulator:
I'm using "Tizen Studio 1.0.1 with IDE installer" 64bit from the Samsung website.
So far I know, you can't develop widget for Gear fit 2 in Tizen web till now. There're available samples for native widgets but web widgets are only available since wearable-2.3.2
Go through the resources you provided in the post carefully. You'll get the applicable platform for Tizen web widget there.
I've created an app for Gear Fit2 and got the following error when tried uploading it to Samsung App Store:
I've contacted Samsung support asking about the error above, and they basically said that only watch face development is supported for this platform for general public, however they do open the full dev capabilities for their partners.
UPDATE
Samsung has currently added support for GearFit2 and GearFit2 Pro, and you can now upload app binaries, not only watch faces to Galaxy App Store. You can also customize the emulator to make sure that it looks like a real GearFit2 watch as I've described here:
Emulator for Samsung Gear Fit 2 Tizen

Maps API for Adobe AIR (AS3) on 2017

It's Dec 2016. The Adobe Flash and Google Maps API for Flash has been deprecated, and I have a major project coming up that relies heavily on maps. What should I do to make it work on AIR?
Thinking of: Google Maps JavaScript API + Mobile web view. A little worried about power consumption or ram issues on lower performance smartphones.
Is that my best bet? Or, is there one out there that still works for AIR?
Edit: Something like ArcGIS API for Flex would be great! Although, it seems they just went into retirement phase...
There's openscales. It's not actively developed anymore, but it is open source.
you may using ANE to solve this kind of problems
a costly Ane (iOS v5.1+ & Android v10+) com.distriqt.NativeMaps
The Native Maps allows you to display native iOS Apple maps and
Android Google maps with interactivity and overlays in your
applications.
This allows you to provide high performance mapping applications well
integrated with your AIR application. Select between normal, hybrid
and satellite map types and control the view setting positions,
bounds, zoom and tilt.
a free Ane (Only for IOS) air-maps-ane
AIR Maps ANE provides the support for using the native mapping
component in your Adobe AIR application. It uses Native Extensions to
access the maps APIs for that platform and provides an AS3 interface
so that it can be used in Flash Mobile applications developed using
Adobe AIR.
or create your own ANE.
The Google, in its Maps API for Flash deprecation announcement states:
The performance and consistency of browser JavaScript implementations
has progressed, making the JavaScript Maps API an increasingly
suitable alternative.
However,
While the deprecation of Google Maps API for Flash was a sad
announcement to Flash developers (back in September, 2011), it should
be mentioned that it is still possible to use the Google JavaScripts
Maps API
within Flash projects by loading it as an HTML page, which may just
work for some projects, even though it cannot be controlled as easy
using ActionScript.
The preceding page mentions the MapQuest AS3
API, as an alternative, but unfortunately, it seems to be also deprecated! So, I think your best bet, is the best bet!
YCanvas is also not actively developed but it can make the trick and it's also opensource
I used it in this app : http://volcansdauvergne.com/ few years ago

Ocusdk ( Oculus SDK ) or Cbsdk ( Cardboard SDK ) for my VR APP?

I am new to VR applications design and development and need your expert opinion. Will Ocusdk work on google cardboard, after specially with a release of oculus mobile sdk ( which is used in samsung vr-gear) or cardboard only works with Cbsdk? Thanks in advance.
As per the license, you cannot use the oculus mobile sdk for cardboard apps.
The Oculus Mobile SDK may not be used to interface with unapproved commercial virtual reality mobile or non-mobile products or hardware.
link to the license

How to develop cocos2d-x game for android & iphone?

I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.