Kudan with unity3d object tracking running on windows - windows

kudan community. I'm developing an application where I need to use augmented reality, but my application will run on windows computer with two monitors (where one is projecting the augmented reality), connected with a webcamera. Also I need to track an object (not a marker).
I was testing this with the vuforia library and it works on the unity editor, but doesn't work when I try to compile the application on windows. (I know that now vuforia support universal windows apps, but I can't make this works and also from what I see doesn't support multiple monitors).
So I saw that kudan support windows and object tracking but I read the tutorial and wikis and I can't seem make it work.
Any body can guide me on the right track on how achieve this?
PD. I'm using unity engine 5.4 and windows 10 os

Related

DirectX sample code c++

I'm looking for source code (as I bet a lot of others are / were and will) for learning purposes of DirectX. I would like something similar to the vs2013 Graphics Editor when dealing with *.fbx files, etc. Every thing I find is old and outdated, or way to simple and does not show the basics like transformation cursor, picking objects or points on objects. I'm just looking for something basic.
many thanks in advance
The DirectX Tool Kit is a good place to start and includes some tutorial content as well. It supports loading models using the VS 2013 content pipeline that produces CMOs from FBX files.
You didn't state if you were looking to write a Windows desktop application (aka a Win32 application) or if you were looking to write for Windows Store / Windows phone. DirectX Tool Kit supports either, although the tutorial is written using a Windows desktop application template so that developers using Windows 7 could also utilize it.
You should also refer to the DirectX SDK Samples Catalog for locations of updated versions of the legacy DirectX SDK samples that build fine using VS 2013 only.

Is there an Adobe AIR like product for just HTML5 (no flash) on Windows

I would like to create a Windows desktop app using HTML5 features, specifically H.264 video,Web SQL Database,FileReader API. I don't want to use AIR (which currently does not support the video tag, instead uses Flash). Ideally I would like an exe file that just wraps the latest version of webkit in a basic window. It should be stand alone, not rely on the user having Chrome etc. installed. It could load an index.html file in the same directory as the exe. That is it.
I have been unable to find anything like this. I was going to build it myself using QTWebkit but the latest version (4.8.0) does not support the Video tag due to some kind of build issue. I assume the 4.8.1 version will fix this.
Does anyone out there know of something like this that is available now?
For anyone coming across this, Titanium for desktop is no longer supported by Appcelerator, but the project is still supported as an open source initiative. As of today (10/14/2012), it is called TideSDK. According to their Twitter account, they're behind in the 1.3 release due to some sponsored work that will end up in the code base.
Additional options not yet mentioned include AppJS (OSS, requires node.js) and Sencha Desktop Packager (quite pricey).
I think titanium is not totally gone. There is this stuff called tideSdk
I couldn't try it out yet also , so video support and the codec are open for your exploration. Here is how they say:
Create multi-platform desktop apps with HTML5, CSS3 and JavaScript
TideSDK is the new standard for creating beautiful and unique desktop
apps using your web development skills.
I recently thought about doing the same thing, you can still do it with air without using flash, but you could also use Chrome Packaged apps, mozilla prism (although inactive today) or Microsoft HTA (html application).
You can think of using a framework that does the browser embedding for you like Titanium. It's mostly used for creating apps that can be published to iphone, android, and windows devices. It will create a windows MSI install.
Another option is to use the CEF project ( Chromium Embedded Framework for C/C++). I havn't looked at it much, so I can't tell you how difficult/easy it is to work with. Their main site also has wrappers for Java, .NET, and other languages.

Creating a screensaver for windows and mac - Silverlight?

I am not sure even of a starting point with this.. however knowing that Silverlight works across win/mac platforms (as far as I know!), is it possible to create a silverlight based screensaver?
If not, are there any tools (no flash skills unfortunately!)
Any starter points would be cool..
Thanks!
By now Silvelight is being deprecated, but if you need to run web pages as a screensaver, my startup is creating a product to do exactly that, it's called Screensaver Ninja and you can find more about it at https://screensaver.ninja. That means that all you have to do is develop the web app and leave the screensaver part to us.
Here's a screenshot of how you configure it:
Silverlight is only usable as a web browser plugin on Mac OS X. It cannot be practically used to build screensavers.
Additionally, there's good reason to believe that Silverlight is being abandoned by Microsoft. I'd avoid it for any new development.

Windows Phone custom shaders error?

In Windows Phone XNA 4.0, I am receiving the following error when compiling: the windows phone platform does not support custom shaders.
This is really annoying, because I have an Xbox 360 version of the project, and a Windows version of the project as well.
I tried using the compilation based #if !WINDOWS_PHONE and #endif, but with no luck. It seems as if it ignores this.
How can I make this file be excluded or ignored when compiled in the Windows Phone project?
As a workaround, you could:
Create separate game and content projects for WP7 and Xbox
Manually switching the 'Build Action' from 'Compile' to 'None' on WP7 (for masochists only)
Since the asset build actions are defined in the .contentproj file, you could have 2 versions of it or write a script that modifies it (and the script could probably be run as a part of the compilation process automatically)
Since you might also want to use smaller textures etc. on WP7 than you are using on Xbox, I'd just create separate game and content projects for WP7 and Xbox and move the common game code to a library.
Oh, and tell me if you figure how to select a different content project based on, e.g., the solution configuration so that the separate game project is not needed :)
Custom shaders for XNA games, on Windows Phone 7, are not supported, but I don't know about any capabilities for SilverLight.
There are several built in effects that can be used in XNA however:
•SkinnedEffect
•EnvironmentMapEffect
•DualTextureEffect
•AlphaTestEffect
Games that target the XNA Reach profile are going to be cross platform as the Reach profile contains elements that are shared across all implementations of XNA. To use more advanced options the Hi-Def profile would need to be targetted. But Hi-Def doesn't have compatibility with Windows Phone.
Just a guess, but can you use #ifndef WINDOWS_PHONE instead?

Cross-platform HTML application options

I'd like to develop a stand-alone desktop application targeting Windows (XP through 7) and Mac (Tiger through Snow Leopard), and if possible iPhone and Android. In order to make it all work with as much common code as possible (and because it's the only thing I'm good at), I'd like to handle the main logic with HTML and JS. Using Adobe AIR is a possibility. And I think I can do this with various application wrappers, using .NET for Windows XP, Objective C for iPhone, Java for Android and native "widget" platform support for Mac and Windows Vista & 7 (though I'd like to keep the widget in the foreground, so the Mac dashboard isn't ideal). Does anyone have any suggestions on where to start? The two sticking points are:
I'll certainly need some form of persistent storage (cookies perhaps) to keep state between sessions
I'll also probably need access to remote data files, so if I use AJAX and the hosting HTML file resides on the device, it will need to be able to do cross-domain requests. I've done this on the iPhone without any problems, but I'd be surprised if this were possible on other platforms.
For me, Android and iPhone will be the easiest to handle, and it looks like I can use Adobe AIR to handle the rest. But I wanted to know if there are any other alternatives. Does anyone have any suggesions?
You might be interested in Appcelerator's Titanium. It's an alternative to Adobe AIR that lets you build native mobile and desktop apps using HTML and JS (with the WebKit rendering engine, so you can take full advantage of HTML5 and CSS3). It also satisfies your two sticking points:
SQLite is available for persistence storage.
There are no restrictions on cross-domain requests.
I used Titanium Desktop for a recent project and it was a relatively smooth development process. It's also open source so you have access to the full application at all times.
Check it out and let me know if it works for you.
You can create a desktop application with HTML, CSS & Javascript using either of the following two frameworks
TideSDK
AppJS
For mobile you can use the similar HTML and Javascript using PhoneGap

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