SPHERO with reality augmented - sphero-api

I tried to use sphero with vuforia.
But after the connection bluetooth, appears black screen. The sphero is OK, just vuforia does not work
Someone tried use the two sdk together?

Using Sphero with the vuforia has never been tested and is not officially supported. Sphero has a proprietary augmented reality plugin.

Related

How control the Mavic Air drone with the computer

right now, I’m on a study project for School. I'm french. I have the Mavic Air drone, and I do to control my drone with my computer. DJI Developer has some SDK for different plateforme, whose a Windows SDK. But it was in beta version and he don't support the fly mod.
I think, to take the OX SDK (Android Version in JAVA) and translate it into a Java App for a Windows version. OX SDK support drone control commands. You thinks it's a good ideas ? And some people can help to translate this app ?
Can you help me find a solution? Have you some command-line to give to me?
Thanks you all.
It's unclear from your question if you've actually tried to implement the Windows 10 SDK and ran into difficulties or if you saw something which stated flight is not supported by the SDK. According to the SDK documentation (https://developer.dji.com/windows-sdk/), high & low level flight control are supposed to be supported. For example, the ComponentManager.FlightControllerHandler has methods such as StartTakeoffAsync, StartGoHomeAsync, etc. Joystick control is available via the VirtualRemoteController.UpdateJoystickValue method. So far, I have only used these while my Mavic Air is in simulation mode (without propellers on!) and haven't encountered any issues. But I haven't seen any documentation that states the beta SDK doesn't support actual flight either. Before launching into a conversion effort (does DJI even provide the source? I haven't checked...), I'd stick with with Win10 SDK.

Kudan with unity3d object tracking running on 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

Will Google Tango Unity SDK (Camera Motion Tracking part) be extended to other phones?

Would the camera tracking functionality would of Google Tango Unity SDK become compatible to IOS?
Project Tango SDK are developed based on Android. I don't think it is compatible to ios.
also The SDK right now only works for Project Tango Device only.
other Android device also won't work
IOS is not going to happen, since this is native to Android. But to expand on your question, google is trying to make this into a mass market consumer product, but it's a really slow process. This is on of the most recent and helpful news stories I found on the topic
http://www.engadget.com/2015/05/29/google-qualcomm-project-tango-phone/

Sphero Oval - Streaming C execution - Any more info on it

So I picked up my sphero today - it had been gathering dust for a year or so - thought I'd get back to writing some orbBasic stuff.
Visited their site and found this:
http://sdk.sphero.com/robot-languages/oval-oval-language/
But I can't find any information about how to stream the instructions end control the execution. Is this still work in progress? Maybe an accidental leak?
If it is available, that would be great. I can't seem to follow orbBasic stuff I'd written over a year ago. Not a fan of managing line numbers and figuring out what those variables hold.
Oval is a feature in Ollie and soon to be a feature in Sphero 2.0! Both the Android and iOS SDKs will be released on Github to support Oval at the same time as the firmware update enabling Oval.
Get the new Sphero SPRK app from the apple app store. It includes the firmware upgrade that enables Oval on Sphero 2.0.

Can I use OpenGL ES in a Windows Phone 8 app?

I've read places that Windows Phone 8 will not support OpenGL, and I'm unable to find anything useful in the SDK.
So am I or will I ever be able to use OpenGL (ES) in my Windows Phone 8 game? I have a game I would like not to rewrite completely to DirectX when porting.
Please cite good sources, the only thing I've found are speculations and blog posts with little to no information.
OpenGL isn't supported on WP8, but Direct 3D feature level 9_3 is supported. If you're looking to port over a game from OpenGL ES over to D3D have a look at the Angle Project. Angle Project helps bridge the gap between OpenGL ES 2.0 and D3D 9. It doesn't have WP8 targeting just yet and you'll have issues with runtime compile shaders not being supported on WP8, but Angle project is still a good first step.
Either way, for games portability with other platforms it's really best if you work with a middleware gaming framework such as MonoGame, Unity, Cocos2D, Havok, Marmalade, SharpDX, Ogre, Autodesk Scaleform or others. These engines will mostly handle cross platform support for you within their own framework (each with it's own limitations on code and assets portability).
If you already have an existing OpenGL game you want to port over to WP8, than Angle project if your best bet going forward. If you're just starting out creating a cross-platform portable game than choosing a gaming middleware framework that seems right for your game's needs is the way to go.
Marmalade does let you write OpenGL ES 2.0 code and make it work in Windows phone 8 without making you do anything
Check this for more details:
http://www.madewithmarmalade.com/windows-phone-8
Even if Windows Phone 8 supported OpenGL (which it doesn't), it would support OpenGL ES, not destkop OpenGL. Since it's for embedded platforms.
So that's no twice.
Gideros uses OpenGL and targets Windows RT/Phone graphics by means of a lightweight DX wrapper.

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