Apples RealityKit Framework in Xamarin.iOS - LiDar scanning - swift

Okay, I am a Xamarin developer and have been doing some R+D on how I can get a LiDar scanning module up an running for my latest project. In my research I have found Plenty of Swift related projects that I can use in creating a solution, but they all require for me to have RealityKit, a framework currently exclusive to Swift. The only blocker I have is getting this RealityKit into Xamarin C#, Anybody have any ideas on how or any links that I can follow to get this sorted.
Thanks a lot !

Related

How to create Augmented Reality Web app using Unity & Vuforia?

I am developing an Augmented Reality app to be integrated into a website using Unity.I need to take output in WebGL. I am using Vuforia to create AR experience. Since Vuforia is not supported with WebGL, i am not able to build. Please suggest an alternate method or how to do Augmented reality in Unity for Web. Is there any alternative to Vuforia?
The good news is yes, you definitely can build an AR experience on the web!
The bad news is that none of the current libraries built for doing so offer a Unity plugin.. Meaning you'll either have to create a wrapper, do some complicated RPC call to talk to the JS library via Unity, or completely scrap Unity altogether and use only the library. To my knowledge, the best browser-based AR library is AR.js. I know this isn't the answer you were hoping for, but I hope you're able to achieve your goals. Good luck!
This is probably a bit late in the thread. But I'd like to add an option which might help. You can definitely build your AR app in web using WebGL as output. There is easy way to integrate it with a webiste too. SLAM based AR like Google ARCore is a great example to do it.
There are two options:
You can build such an app from scratch which will obviously take more time. Because apart from development, setting up hosting infrastructure is a challenge.
Otherwise, if you want to scale such AR web app development with low or no code and cloud ready hosting, you can use a SaaS platform called Marvin XR.
You can login and try it out for FREE: https://www.marvinxr.com:8443
Hope this helps the other folks who stumble upon this thread.

iOS only 3D engine/SDK for C++

I'm researching which engine/sdk I should use for 3D iOS development in C++
Although there have been questions like this, I haven't found the best solution for my requirements so I'm looking forward to hear your experiences.
Unity and UDK are not what I'm looking for, due to lack of control.
Shiva3D looks interesting but don't need the extra editor
ninevehgl no skinned models and no C++
Marmalade perfect but multi-platform not required
requirements:
licensed or open source, preferably licensed which means a more extended sdk/engine
iOS iPhone/iPad, multi platform with android not preferred.
fast loading of both rigid and skinned/rigged 3d models
C++
My current choice would be Marmalade which I have been testing for a while now but I've had some issues where results differ from device to device so that's why i prefer an iOS only option. And most games I see using Marmalade are just using it to port an existing iOS app to android and not publishing to iOS.
Perhaps you can try PowerVR Insider SDK.
It contains an app framework
It's in C++
It contains modules to load 3d models
Nice math lib with vector and matrix support
http://www.imgtec.com/powervr/insider/powervr-insider.asp
Also consider cocos3d library. It is free and robust for iPad/iPhone and utilizes OpenGLES 1.1/2.0. You can load models from Wavefront OBJ format or directly into the interface.

Vision based Augmented Reality Objective-C library

I'm looking for an Objective-C library / or just help in building a vision-based augmented reality application that does not rely on visual markers.
Qualcomm's is perfect, but only on Android (iOS is coming, but not soon enough). Any body know any other similar libraries?
QCAR for iOS has recently been released into public beta.
The only one I'm aware of is String, and I've become aware of that only via this iPhone + Kinect AR video (YouTube link) that recently did the rounds. So I've no direct experience of using it and no opinion on it, but I nevertheless think it qualifies as an answer to your question. It's commercial, but I think Qualcomm's is too.
Benjamin Loulier created a VRToolKit sample application for the iPhone that is based on the ARToolKitPlus framework. This sample uses the framework to track specific markers within the environment and allows you to overlay objects on them. I've seen some even more impressive demonstrations of this framework for using the camera to augment reality.
However, the ARToolKit framework (the parent of ARToolKitPlus) is by default available under the GPL license, which generally makes it incompatible with the App Store (and with commercial applications in general). You can purchase a commercial-use license for this framework from ARToolworks, if you need to use this within a non-GPL application.
Additionally, you might look into OpenCV for recognizing and tracking features in the environment. I've heard reports of people getting fairly decent performance out of it on iOS devices, even for more complex operations.
I've done some limited work myself in processing the video from the iPhone camera using the GPU, but nothing like what ARToolKit or OpenCV provides.
Have you looked at Aurasma http://www.aurasma.com/? They let you build custom apps with their system, which might suit your needs.

Any chance of cocos2d within MonoTouch?

After learning more about how monotouch works, I believe I know the answer to this anyway, but can you use the cocos2d-iphone framework with monotouch? I believe most likely this will be a 'no', because cocos2d is an an objective c library and there would most probably have to be some sort of .net port for this to be achieved? is that so?
I haven't done any monotouch dev as yet, but a little objective c development with cocos2d and am quite fond of the framework, and was hoping to avoid, as I'm quite new to game dev, steeping into the dark realm of straight opengl programming via the openTK interface supported by monotouch.
I have also started a community wiki here for people to share game development options on monotouch which should help us all with this emerging framework.
Cocos2D is being ported to MonoTouch:
http://github.com/city41/cocosnet
Update:
There are two options, you can use the Cocos2D binding on MonoTouch, using the bindings as published here:
https://github.com/mono/monotouch-bindings/tree/master/cocos2d
Or you can use Cocos2D ported to XNA:
http://www.cocos2d-iphone.org/archives/1801
It seems CocosNet has gone untouched for some time now[a]... Is it still being developed or should you go with Objective C if you want to use Cocos2D?
[a] http://news.ycombinator.com/item?id=1251007
I don't have any experience with MonoTouch, but you might want to see if you can get Farseer Physics working with MonoTouch. Farseer is based on Box2D, which is also a component of Cocos2d.
Good news is that the c++ version, cocos2d-x, has been ported to run on XNA for Windows Phone7. This should make it also able to run on Monotouch. I was very impressed with MonoTouch but for cocos2D I'd be inclined to go with straight cocos2d-x unless you desperately want to program in C#.
you can find an XNA version of cocos2d at https://github.com/Cocos2DXNA/cocos2d-xna. This works on MonoTouch, MonoDroid, Windows, Mac, Ouya, Xbox. It even has a high performance box2d implementation that runs as fast as the C++ box2d (at 60 fps, except for the AddPair test).
cocos2dxna.codeplex.com for our forums
www.cocos2dxna.com for the web site that we recently started
nuget.cocos2dxna.com/nuget for the nuget repository
www.facebook.com/Cocos2DXNA for our facebook page

ConnectionKit & iPhone SDK

I'm still getting my feet wet with the iPhone SDK, but I'm wondering if it would be possible to get the ConnectionKit framework working for an iPhone app. I know it was developed for the desktop OS, so I'm not sure what sort of dependencies it has and whether or not it could be shoehorned into the iPhone OS.
In my case, I would like to use its FTP functionality, though having access to this entire framework could prove useful for future projects as well.
Any ideas or experience trying this?
In case it helps, here's the official ConnectionKit site: http://opensource.utr-software.com/connection/
The site was a little light on documentation.
The big question is what Cocoa classes it depends on. Since it is doesn't include any UI code, it should be based on Foundation classes. Foundation in Cocoa Touch is similar to, but not exactly the same as on OS X. Just check out what classes it uses.
The other obstacle is building the framework as a static library. Since the iPhone does not support frameworks/dynamic libraries, you have to build a static library to use it in your code.
That should help get you started.
There are two primary issues. One is static library and other is NSHost class that is supported by cocoa - but not cocoa touch. First one is doable - but the second one is doable if and only if you are familiar with Mac OS networking internals.