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I want to do my final year project on augmented reality geo-localization,
Please tell me, from where to start ?
what technology to learn ?
what are recruitments to development this kind of application ?
If you want to perform Geo-Localisation and use GPS, I wouldn't recommend using Unity. It's arbitrary coordinate system can be a bit confusing and difficult to make an app using GPS that's reliable enough.
For Augmented Reality, you can't use anything like Oculus Rift or Google Cardboard, because those are Virtual Reality headsets and have no way of allowing the user to see the real world. Augmented Reality peripherals are things like Microsoft Hololens or Google Glass, neither of which are commercially available but there are cheap knock offs that are. AR can also of course be used on any mobile device, since they all have a camera built-in and chips powerful enough to process all the tracking data.
As for making an actual app, the best thing you can do is have a go. Analyse your market, see where the gaps are. If you want to make an app for a specific OS that isn't cross-platform, I would recommend learning some Objbective-C (for iOS) or Java (for Android), if you don't know any already.
For cross-platform, I would say something like Xamarin would be useful for making an app on both the major OSes, it was recently made free by Microsoft and you can essentially make one app in C# that works across all devices.
For the Augmented Reality itself, there are frameworks out there that can be used for your purposes. Things like Kudan, Vuforia, Wikitude, etc. Some of them offer free versions of their software. You can use these to deal with all the tracking and projection side of things so you don't have to go about creating your own AR engine.
The best thing to do is probably to sit down for a few minutes, or hours, and think about what you're going to do. Figure out what you want the end result to look like, then work backwards and think about the best way to achieve that goal. Eventually you will arrive at the language and engine you want to use to make your life as easy as possible and then you can get started learning from tutorials online and getting your app out into the world.
you can check my tutorial about geo-based augmented reality solution on Android: https://www.netguru.co/blog/augmented-reality-mobile-android
I have presented there the basics and how to start with simple implementation.
Well a good starting point would be to ask yourself few questions:
What type of devices, you plan to work on(oculus rift, google cardboard, Microsoft Hololens, web etc)?
Augmented Reality is achievable in both Web-Context and Application-context. Which route do you want to go for?
Depending on these questions, if you choose to do a normal application based on a device, then depending on the device(Oculus Rift, Google Cardboard, Microsoft Hololens), you would need to grab their specific developer kits and learn how to develop apps using the documentation. For Oculus rift and Microsoft Hololens, you would need the respective Headsets inorder to make an app in that, but If it comes to google cardboard, all you need is you mobile phone with a good processing power.
There is another way to work on augmented reality applications, that is by doing a Web Application using some amazing javascript libraries like Awe.js, Three.js and JSARToolkit.
You can google about them and find out more.
One of the more accessible ways to learn Augmented reality is Project Tango.
Devices are around $500 last I checked and you can use a free version of Unity + Project Tango's free plugin:
https://developers.google.com/project-tango/
Which ever hardware you pick I'd recommend checking out Unity3D as it seems to be the platform of choice for AR/VR at the moment. There are other options... this just provides the most flexibility based on all of the platforms it supports.
Side note: I have no affiliation with Project Tango and am in fact working on another platform... but it isn't as accessible at the moment.
Anyone knows of a tool like GameSalad for PC in which you don't have to write scripts or anything but just use the existing behaviors and events to create custom game logic?
Thanks
If you are looking for a cross platform game constructor you might want to try Flowlab, which runs in a web browser.
Construct from Scirra is a free, open-source, drag and drop, game engine. There is however talk of them making a paid version of Construct in the future.
I've only used Construct once, so I don't know that much about it, but i do know a lot about GameMaker.
As long as your not trying to do something complicated like a 3D or MMO game, (both of which GameMaker supports, but with major limitarions) I would recommend you use it, especially if your just starting out. GameMaker is one of the easiest if not the easiest programming language to learn. It also teaches good programming skills. As I mentioned before GameMaker uses drag and drop so you can easily transition from the D&D to the progeamming aspect of GameMaker.
As mentioned in the above posts RPG Maker is another popular tool , but it's limited to RPG games, and doesn't allow you to easily transition to an actual programming language. It's also very restrictive in what you can do.
When you feel like getting into some more advanced gaming engines, Blender is a great tool to use for creating 3D games. It can also be used to create 3D modules and has the ability to create animated movies.
I've never used PyGames before, but Python is a easy language to learn, and would probably be the best way to transition from a D&D program to a programming language.
*GameMaker can be extended in functionality with DLLs and Blender can be extended with Python.
So to summarize, GameMaker is a great tool for creating Games. RPG Maker and Construct are other possibilities, but from my view there not as good as GameMaker. when your ready to get out of Drag&Drop gaming engines Blender, PyGames, and GML(Game Maker Language - the advanced part of the GameMaker product) are all great resources.
PlayBits has an interface similar to GameSalad and makes games for Windows Phone 7, using your PC. Here's the link: http://www.playbits.com/?page_id=171
RPG maker here you can find it is a light weight game engine but if you are clever you can make really good apps
In terms of game development for iOS and Mobile development using the Windows platforms you might want to have a look at these two:
http://www.giderosmobile.com
and
http://www.stencyl.com/
Although I haven't, yet, used the Gideros solution, it's targeted specifically for Mobile platform development and has what looks to be a tidy UI with code folding and syntax coloring if you're comfortable with a traditional coding approach.
Stencyl is an interesting product, it sits beyond the capabilities of Gamesalad and uses a blocks metaphor for programming which works well.
Personally, I wouldn't use any tool that has a single platform for output, which is why I stopped using Gamemaker (I'm aware it now has a Macintosh client, but the quality of the application has been terrible and their player isn't much good either.)
If you're looking for GameSalad for Windows you might want to check out our HTML5 game engine Construct 2 which functions in a similar way.
It's also got an event based system with no programming required, and there's an extensive free edition available for you to try out as well.
You can use Yoyo Game's GameMaker:Studio also.
GameMaker is one such tool.
There is also The 3d Gamemaker, by the same people who make other rapid-game-development tools like DarkBasic.
The recent article of steve jobs link
made me think about the future of flash. I'm learning actionscript 3.0 in my studies but is it the right decision still to go for it? I was pretty sure that I will be able to build application in as3 for iphones/ipads in the near future. It seems to me, while I would stay with flash, the market will be polarized by apple and adobe and you will always work double for both clientele, or just lose half of them.
Which decision would you take as a designer, if you were still at university and you intend to become a freelancer?
This question has been around a lot of times. For my opinion on flash's future please look at this answer: Should I Abandon Adobe Flash for HTML5 and <canvas>?
If you are a designer, you will probably actually feel good working with Adobe's Creative Suite, including Flash CS3/CS4/CS5. CS5 will be able to export HTML5 in the near future: http://www.9to5mac.com/Flash-html5-canvas-35409730 . You shouldn't be too worried. OTOH you should consider, that whatever CS5 exports is likely to perform poorer in HTML5, than on flash player.
From my perspective as a developer, I think there is no harm in learning any language, altough ActionScript 3 is relatively boring and easy to grasp. However this makes it a good language to learn programming, including many best practices. The most important things you learn as a programmer transcend languages. The more languages you try to really fully understand and exploit, the better you become by understanding the approaches they promote.
My personal advice to web developers is to have a look at Haxe. It is a much more powerful, elegant and expressive language than ActionScript and it allows you to target many platforms. Enough to build a whole web app on 'classic' platforms with only one language. Haxe's C++ backend allows building native iPhone apps using an SDL based port of the flash player API, although currently it's not very clear whether Apple's policy will allow distribution. Nonetheless it is an open source language with an enthusiastic community, that moves really fast and adapts to changes rapidly (e.g. unlike ActionScript Haxe can leverage flash player 10's alchemy opcodes for fast memory access) making you as a developer independant.
edit: I have personally dropped any plans of targetting the platform until Apple is willing to ease its very restictive policies, since I find this kind of behaviour intollerable. Nonetheless, I think Objective-C is a great and inspiring language, so you may actually wanna have a look at it.
I think that reports of the death of flash have been greatly exaggerated. Flash has always been "the bad guy" - self-proclaimed experts have always loudly declared that Flash sucks and is on its way out, but oddly enough I've never had any trouble finding lots of Flash work. There are things that you can do quickly and easily in Flash that are either much harder or flat-out impossible without it. It's an amazing tool and it's going to be in use at least in some capacity for the foreseeable future.
That said, even if Flash on the web goes the way of the dodo in two years (which won't happen) it's still a valuable tool. It's a wonderful way to learn Object Oriented Programming, and its uses go far beyond shiny websites. You can use something like Flash Builder in Eclipse to get accustomed to working in a code-oriented IDE, you can build AIR apps to deploy across platforms, you will soon be able to publish saleable apps to every major phone including the iPhone, etc. I've been having a lot of fun with it lately getting it to work with Arduino - it's just a hobby project but I'm trying to build a little helicopter that I can control from an AIR app. I'd be curious to see someone do that in HTML5. ;)
Flash is amazingly powerful - your abilities are in many respects limited only by your imagination and willingness to figure out how to make it work. It's really bizarre to read all of this stuff about how (some) browsers can now play (certain types of) video one their own, ergo Flash is Dead. How unimaginative. :)
This is a tough call. Flash is a fairly dominant technology at this point when it comes to media-intensive web sites. Flash is also very popular for delivering mini-games. I do think that Flash video, which is currently also dominant, will gradually be replaced by HTML5 technologies. I'm not so sure that Flash can be replaced easily when it comes to those media-intensive sites. There is a large number of very talented people comfortable with Flash that might be reluctant to adopt other technologies. I would probably hedge my bets and get comfortable with Javascript and other HTML5 technologies.
Apple vs. Adobe controversy reveals two opposite views of mobile computing.
Apple wants that its developers make the best of its devices by excluding middleware. The aim is to deliver the best possible user experience.
Adobe wants that its developers publish their work on as many platforms as possible. The aim is to reach the widest audience.
Nobody knows which view will win in the future. The mobile war is just beginning...
I think it depends on how far into the future you want to look, and what you think is most important. Flash on the desktop will not die for a long time, if ever. If that is good enough, keep going with where you're going. If not using flash on iPhone/iPad is a deal breaker, you only really have two choices - Objective-C or HTML5.
HTML5 is definitely gaining momentum, but it can't be used directly in all browsers yet, and likely for a while. However, in the mobile space, there is pretty excellent support in the major smart phones.
There isn't a single platform/technology/language that can hit everything. If I were going to bet money on the future, though, I would say HTML5 is going to win for the most reach across platforms. And given it is on the rise, I would bet that in the next few years, there will be a lot of demand for good developers in this area, but don't expect the path to be fully paved for you. You'll have to get your hands a little dirty. If you're looking for a decent editor, I use Netbeans, but I also do Java development, so that makes sense for me. Search around, though, and you'll probably find a decent set of tools that work well for you. It is a very active space.
As far as I'm concerned, Actionscript is a pretty good language to learn OOP. Javascript is a bit shit. Eitherway, I would expect you'd learn a certain set of (frontend/2d graphics) skills which will come in handy regardless of the vehicle you'll eventually use to deploy your work.
Personally, I like the flexscript language used by Flash, it's more structured and object oriented than Javascript. Also it has real inheritance, not the prototype based crap, and compiles to bytecode. For the artist, Flash is easier to use in many ways due to the available tools.
I do hope for better integration into browsers. The current flash plugin is clunky and causes crashes for many users, also the plugin system makes it integrate badly into the flow of pages.
With HTML5, I think the browser plugin idiom is dying in general. Everything from video playback to fancy vector animations can be done with just HTML + Javascript. Even a standard for 3D graphics in webpages is on the way (O3D).
Also I wonder how Adobe will cope with the current explosion of platforms/operating sytems/browsers, especially in the mobile realm. At the moment, the Flash support for systems except for Windows on PC isn't much good.
Just as projects like SVGWeb brings SVG capabilities to browsers that don't have native SVG, I would expect that if/when HTML5 gains traction against Flash there will be conversion capabilities from existing Flash to browsers without Flash. In fact, Adobe already has a conversion from Flash to iPhone using Flash Professional CS5. IMHO, there's too much Flash content in the wild for this not to happen eventually, and there are too many people for which Actionscript is their primary (or only) language for some conversion not to happen.
Career-wise, the clear long-term trend is away from Flash, and I agree with Tom that hedging your bets is wise. However, HTML5 is still fairly new, and you might do yourself a disservice to ignore Flash at this point. With conversion technologies, a Flash skillset will likely be usable for at least several years.
I'm a software developer. I've been programming in high level languages for a few years.
I would like to know, how to take my first step into programming hardware. Not something crazy complicated, but maybe some ordinary CE device? Assuming I don't need to put the PCB together with varies components, but just to program the tiny cpu?
How low-level do I have to go? ASM? C? manipulating registers? or are the dev kit quite high level now? Is Java even in the picture? OO coding in hardware, is that even a dream or a reality? Need a reality check.
I also tend to learn better with books or sites that are written in a tutorial format. Something that guides the way for me from something simple to something more complex. Any recommendations? Maybe something that will introduce me to the popular hardware (microprocessor/micro-controller) available today?
Much appreciated, thank you everyone.
The actual programming isn't a big deal. The frustrating, annoying part is getting your development environment setup and getting the tools working. Once you've done that, you're half done.
I'd suggest buying a development kit ('dev kit') that has USB built in and works with your chosen OS. Get that working, and you're halfway done.
If you're missing the knowledge, it's also important to know the basics of how a processor works. You'll be programming at a much lower level than any other programming, so the fundamentals are a bit more important.
If you know C then it's only a matter of learnig the tool chain steps to download the code.
Easy place to start (cheap hardware/software) http://www.arduino.cc/en/Guide/HomePage
I have been coding in C both as a hobby and professionally for about 16 years now, but always for userland code (i.e., programs, not kernel or drivers). Most of my jobs involved high level languages (I have done a lot of Perl and Ruby programming, with the occasional Java, Python and shell scripting in between). I did develop a lot for MS-DOS (which was probably as close to bare-metal programming as you would get on a x86 machine), but my last job involved 5 years of Perl and Ruby on Rails web development.
That being said, I am now a senior engineer for embedded Linux development, developing drivers (including an emulator for a legacy simple microprocessor inside a kernel module) for uClinux on the Blackfin platform. There are times when my inexperience with hardware related issues (i.e., floating signal levels due to lack of a pull-up/pull-down on a pin) did get in the way, but it has been mostly a highly enjoyable and thrilling experience. As stated by others, understanding your tools is essential -- for uClinux, that meant the GNU Toolchain, which fortunately I was already familiar with due to my background on FOSS technologies.
The Blackfin is hardly an entry-level microprocessor (in particular, it does not have a MMU, which has some relevant effects on Linux development), but as already stated, you can buy a Beagleboard for around US$200 with all required accessories and start messing around with it in just a few days. If you want something simpler, there are many Arduino options out there, though if you have some real development experience under your belt I believe you will find their development environment a little limiting (I know I did).
After you get comfortable with your tools you might want to spend some money on an in-circuit emulator (or ICE). These are usually highly platform specific (both in terms of target architecture and development environment), but are highly recommended for anything beyond the usual blink-LEDs-after-button-press examples I am sure you will quickly outgrow.
In few months you will find yourself building custom images for hackable customer devices using Buildroot and having a lot of fun. All I can say is, go for it, it's highly addictive and not particularly expensive to do nowadays.
Also something to look into is the Microsoft Robotics Studio. They support quite a lot of hardware boards (including CE), and with it is is fairly easy to get a small robot up and running. And what's more cool a project to learn embedded programming?
It all integrates nicely in Visual Studio (express) and their devkit also comes with a free express edition.
Get a beagleboard. Cheap, lots of users (community support will be key), many OS options. http://beagleboard.org/
Well, if you want to know what you're doing, you need to understand the assembly language of the processor and the processor's architecture.
You will need to learn C to be competent in microcontrollers. There is no way around that.
There are some VM-level languages on embedded systems. I see the Java out-of-memory exception from time to time on my cell phone(which also helps to give me a strong opinion on VM-level embedded languages).
The ARM has some support for hardware-level Java bytecodes.
Your best bet is to pick up something like the PIC or the Atmel chips and begin hacking with them.
If you want to do it with your existing hardware, get a hypervisor for your PC and begin writing a basic kernel.
I really like my Mac, and I am thinking about developing Software for it some time in the future. What are the reasons why you're making Mac Software? Because you think Mac is so cool? Or is the market so interesting? I think many of us would like to know, right?
Well for me, as I said, it's the coolness of the Mac. I don't know anything about the market.
I like objective C as a language. I use mac's in my daily life. I like the flexibility of having a unixish operating system underneath. In short, it serves my needs and it helps me learn.
I attended a talk by Wil Shipley of Delicious Monster fame. His argument for developing on the Mac was quite simple:
Mac users buy more software on average
Average prices are higher
These seemed to me to be quite compelling reasons, couple this with a less crowded market place.
This was in the days before iPhone, you have a much broader customer base these days.
In addition the 'enforced' MVC for developing Mac and iPhone App make porting between platforms very easy, see the example of Tweetie for the iPhone and now Mac.
In short:
The Objective-C language, Cocoa and the applications that Mac OS X provides developers with (not just Xcode and Interface Builder).
Slightly longer:
I love the Objective-C syntax and the countless number of functions that Cocoa provides. You can do so much stuff when writing apps for Mac OS X without even needing to write a single line of code. And you can do even more stuff when you write just really easy "glue code". And when you need to write "real" code to implement something that isn't already available in one of the frameworks, it doesn't feel so tiresome because in my opinion, writing Objective-C code is fun.
The market is interesting too, there are for example many areas where there just is software missing for the Mac so you can be the first one to make an application for a certain task which can be a great thing for a new company to jump in. The market is also frustrating though because I think nowadays people expect too much from Mac software, at least I do. Mac software not only has to be absolutely mindblowingly good in terms of the technical implementation and usability/intuitiveness, it also has to look beautiful or cool or whatever. This makes it really hard for one man software shops for example. You need to be a coder and a designer and that's said to be impossible although there are exceptions of course. Compare that to Linux for example where everyone is happy with the standard GUI tools that the GUI system of choice provides. Maybe it's not as bad as I think it is though, this is just my impression and I could be dead wrong.
I haven't done much Mac programming for about three years now but every time I develop an app in Java, C#, Ruby, C or whatever else I'm using, I catch myself dreaming about writing the app in Objective-C with Xcode instead. But then I also start thinking about the upsides of developing cross platform software instead of software that will only run on Mac OS X. I use Windows, Mac OS X, Linux and some lesser known operating systems and being able to use the apps that I write on every one of these platforms instead of just on the Mac is too nice to give up. That's why I mainly develop cross platform software these days although I do like developing for Mac OS X better.
Users.
In some circles, Mac is the only option for some reason. You have whole companies without a single Windows machine.
Simple - because it's the OS I use. If I primarily used Windows, I'd probably be learning C#/.NET instead of ObjC/Cocoa.
Also, I would say Mac software has a better reputation than Windows software ("free Windows software" could be described as a pseudonym for "spyware"). There's a really good community around OS X software (sites like TUAW, iusethis.com etc etc), which I guess is because OS X has become quite recently, at the same time as all the blogging/social-media stuff has taken of ("good timing" more or less).
I program for Mac OS X because it's the environment I use, and I decided that a good way to ensure the quality of the environment I use was to have a hand in constructing that environment. It helps that there are good communities of Mac users, admins and developers so that understanding the environment, what's hot or not and so on is both easy and quick. That community feeling gives me a chance to both learn from others and show off a bit, and I enjoy both of those things.
I actually moved to OS X from NeXTSTEP, and the reason I was on NeXT was exactly the same - it was what I used. The computing lab at Uni was NeXT-based, it was a good UNIX platform which was easy to use and to grok and I realised that if I was developing for this then I'd be contributing to the quality of my own user experience, and there'd probably be a job in it once I'd graduated (there was) ;-).
Like some of the other posters I also like the Objective-C language, but it's not a deal-clincher for me. I've written (and still do write) tools in C and Python, and have previously maintained WebObjects Java code. There's nothing wrong with any of these things.
I've been a mac user since 1984 and an apple user for even longer...
nonetheless, I am still always inspired by how many amazing resources are available to developers right out of the box... (sometimes it takes a few years for those resources to get properly documented, but they are there and they are amazing.) examples: coreAudio, coreGraphics, coreVideo, FireWireSDK, etc etc etc...
I am not an evangelist and I am not paid by apple, just my $0.02
|K<
The Mac market is growing at an incredible rate. It's awesome to have your market grow without any work on our part ;)
There are a few good reasons to develop for Mac:
1.Apple provide good tools such as Xcode and the language is well documented as well as having a large community of support
2.It is very easy to port applications from OS X to iPhone/iPad.
3.Both OS X and iOS (iPhone and iPad) have app stores in which people buy lots of software providing a large potential audience and therefore providing developers with an easy way to make money from their applications.