I am new in iphone development .I recently heard about a sparrow framework which is used to create games for iphone but i could not get more knowledge about this framework.Is it an apple framework ? Do it provide some special features to iphone game developement?
It's an open-source project, therefore it doesn't belong to Apple. I basically use the OpenGL library and provide you a very easy to use abstraction of it. So it doesn't provide any features, but makes the development simple games much easier. Give it a try!
The nicest thing about Sparrow's API is that it is very similar to Adobe Flash. So if you have programmed Flash games before, it will be very easy to learn Sparrow. I have already published two games with Sparrow, and it was very nice to work with.
Related
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.
This isnt a Programming quest but i couldn't think of a better place to ask this question..
I recently started Developing Apps for iPhone using Objective C and Apple xcode environment.now i am quite comfortable with Objective c and iPhone SDK. But now my Company has decided to stop using XCode Environment to build apps but use Adobe Air(Flash Programming) to build apps instead and i have been asked to start Studying Flash Programming and using Adobe Air.. since i couldn't find much information regarding developers or apps build with Adobe Air anywhere i had few questions in mind which i thought someone might be able to answer here
Yes Flash will have the best animations i guess but isnt iPhone's Core Animation Framework ,use of Open GL or use of Game Engine's like Cocos2d available for iPhone good enouf if compared with Adobe Flash??
The Utility Apps can be better build with Apple's own Development Environment even if entertainment apps that dont require much development task might be a bit easy with Flash
Apple Development Environment Xcode and iPhone Sdk must have tons of better api's and features then adobe air could offer??
I have no idea how actually Flash Programming is done.. so after getting comfortable with Objective C is it really worthwhile to just let it go and start studying Flash??
IT would be really great if someone can help me with which will be the right process to develop apps for iPhone Objective C or Adobe Flash ??
The advantage of flash, as sosborn said, is that you will be able to easily port the project to Android, iPhone, and other platforms. You guessed correctly when you said that apple's environment will be able to function with less issues. By going from flash to iphone, you may have some conversion issues to fix.
If the company wants to develop for multiple platforms, then that change is totally valid and smart. If the only reason is ease of development from a graphics standpoint, ask them to look into cocos2d. If they really must use flash graphics, they can be pretty easily set up for use with coco.
With the recent loosening of the Apple Developer licence on third-party development platforms, I have had a brief look into app development with Monotouch and Flash CS5 but am unsure of which to develop with. I am competent in both C# and ActionScript so the language isn't so much the issue (but i dislike objective-c so please don't suggest it).
What I would like to know is which development platform (if either) has the bigger advantages in terms of execution speed (FPS in games) etc. (Assuming that the code efficiency be of the same degree on both). Also if there are any other advantages/disadvantages between them I would love to know. (Please also ignore pricing, i am purely looking at this from a development point of view).
Cheers.
If you are looking into Mono, you might also want to check out Unity.
I started working through their tutorials last week and am having a blast. They have support for making iOS games with C#, JS, and Boo (Similar to Python). They offer a no cost stripped down version and a more advanced one for a price.
Along with the detailed tutorials on their website in pdf format, this site also provides video tuts specific to the iPhone, which you might enjoy. 3D Buzz
Here is a write-up on the unity site about how their framework integrates with Visual Studio/Mono Unity FAQS. They use their own C# compiler, but you can still work from VS or their Mono implementation.
I would strongly suggest using Monotouch over CS5. I've only really used Monotouch, so my answer won't be complete but I can tell you about my experiences with it.
Although it is only a subset of Mono, it brings a lot of C# wonderful features to the iPhone and it has a 1:1 binding with the native APIs which means you're learning how to develop for the iphone using the native APIs. Due to the fact it is a 1:1 binding, if you come across a problem, you can always see how it's done in Objective-C and then apply it to C#.
Granted, Monotouch does come at a price, I've found the price worth it due to the constant updates and the amazing speed at which the support staff will respond to any queries.
There is a great community envolving around it too - see Monotouch.info as example, which will link you to many great articles to get you on your way.
I just read this annoucement about Apple lifting restrictions on its third-party developer guidelines with direct implications for Adobe’s Packager for iPhone.
http://blogs.adobe.com/conversations/2010/09/great-news-for-developers.html
I just want to know what kind of applications can be built using this packager?
Can I build applications using Flex/Actionscript and convert to iphone apps using this packager?
What effect do you think it might have on programming apps using Objective-C?
Some of your points seem to ask for opinions but most of your questions would best be served with their FAQ. http://labs.adobe.com/wiki/index.php/Packager_for_iPhone:Developer_FAQ
IMHO for this one
What effect do you think it might have on programming apps using Objective-C?
Fewer people will attempt to learn Objective-C and may also not start using Xcode.
Update 10/24/2011
It would seem that adobe moved the link, so here are some others to get you going:
http://blogs.adobe.com/cantrell/archives/2010/09/packager-for-iphone-refresher.html
Developing for ipad
http://blogs.adobe.com/flashplatform/2010/01/building_ipad_apps.html
Developing for iOS using Flash Professional
http://www.adobe.com/devnet/logged_in/abansod_iphone.html
How to use Adobe's iPhone Packager without an Apple Developer Subscription
http://www.instructables.com/id/How-to-use-Adobes-iPhone-Packager-without-an-Appl/
Currently I start learning openGL ES, but I wonder what kind of helpful frameworks are out there to get things done faster?
There's an iPhone gaming framework developed by Jeff Lamarche (who has published a book for iPhone beginners) that uses OpenGLES. I'm currently trying to use the framework myself.
Here's his official release:
http://iphonedevelopment.blogspot.com/2008/12/updated-opengl-es-xcode-project.html
And a tutorial that uses the code (although it's very lengthly):
http://www.codeproject.com/KB/Blogs/iPhone_gaming_1.aspx?display=PrintAll&fid=1541633&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=3071377
I would say these are the top two free frameworks. Both are aimed at gaming but could probably be adapted for other purposes.
Oolong Engine
Sio2
As for paid engines I think this is the best
Unity
I've been very happy with Cocos2d. http://www.cocos2d-iphone.org/