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ARKit

developer.apple.com

101–110 of 185 posts

Re: ARKit

#101
post #84

Earlier quoted context omitted.

Microsoft did this a couple of years ago with Hololens and Minecraft..

You mean the $3000 headset that can only be used for AR? https://www.microsoft.com/en-us/hololens/buy

That's the price of the dev kit. Have you ever tried to buy an Xbox or Playstation dev kit?

Re: ARKit

#102
post #47
post #40

Earlier quoted context omitted.

ARKit doesn't seem to require dual cameras because it runs on iPads too. I do wonder if it uses the depth sensing second camera in the iPhone 7 Plus, or if that data isn't fast/precise enough to be useful.

I believe they mentioned using the dual camera specifically during the keynote.

ARKit does not require dual cameras. I'm running it now on a single camera iPhone.

Re: ARKit

#103
post #2

Ooph, this is game changing. There is a LOT of hardware out there that supports this. The iPhone is the most popular game platform on the planet and, just like that, it will be the most popular platform for developing AR applications.

Google Nintendo's AR Games if you haven't already seen them. Mind blowing fun, and years ahead of Apple's efforts. The archery and golf games were incredible. I was hoping for years that it was a sign that Nintendo was going to release Super MARio... https://youtu.be/45zzei39WMg

Key thing with what Apple is doing is that it's completely marker less AR.

Re: ARKit

#104
post #101

Earlier quoted context omitted.

You mean the $3000 headset that can only be used for AR? https://www.microsoft.com/en-us/hololens/buy

That's the price of the dev kit. Have you ever tried to buy an Xbox or Playstation dev kit?

Oh, then maybe the $5000 "Commercial Suite"?

Or is there some consumer product not listed on their page?

Re: ARKit

#105
post #90

Earlier quoted context omitted.

It is a Apple developer conference for software developers that care about making beautiful applications that take full advantage of native experiences on Apple platforms. Any developer on this community can watch the video.

I can still be an outsider and be genuinely interested in what their platform has to offer and, maybe, later decide that I want to invest in their platform. I become a better developer, Apple gains a new developer, everyone wins. Forcing people to use macOS to view recorded sessions or events goes against that.

It's forcing people to use browsers that support HTTP Live Streaming which is Safari (on any platform) and Microsoft Edge.

You can also use VLC to watch it.

Re: ARKit

#106
post #74

Earlier quoted context omitted.

Developers are to ARKit what merchants are to Apple Pay. Users wouldn't care about Apple Pay if merchants didn't take it as payment.

Exactly right. This isn't for iPads, it's for glasses two years from now.

Actually based on rumours the glasses were coming soon like this year.

Re: ARKit

#107

What does this have over Qualcomm's AR SDK (now Vuforia) that has been available on iOS since 2011 and on Android a few years longer?

Vuforia is not owned by Qualcomm.

And so the advantage of ARKit is having Apple behind it.

Re: ARKit

#108
post #75

Earlier quoted context omitted.

It's just a 3D videogame and pardon I guess I'm missing the point of an AR video game vs. just sitting down and playing a 360 degree video game?

It's great because it does away with convenient touch controls and adds the fun of filming a table with an iPad.

A very well lit table in a dark room, just like no one has in their house.

Re: ARKit

#109
post #101

Earlier quoted context omitted.

That's the price of the dev kit. Have you ever tried to buy an Xbox or Playstation dev kit?

Oh, then maybe the $5000 "Commercial Suite"? Or is there some consumer product not listed on their page?

Consumer versions are not released.

Re: ARKit

#110
post #65

Earlier quoted context omitted.

Of course Apple and developers can choose to ignore Android. The market within the iOS space is huge and if building an iOS only app using ARKit is more profitable then why not ? It's all about ROI. There isn't an equivalent for ARKit on Android and building one would be costly and time consuming.

There have been AR libraries for years. Apple is pretty late to the game. For example ARToolKit is available for Unity, or even Anddroid. https://artoolkit.org/documentation/doku.php?id=6_Unity:unit... Unless you are targeting a specific audience (for example artists that use the iPad Pro) for most developers it really doesn't make sense to confine yourself to iOS.

ARToolKit isn't markerless like ARKit though.
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