Live data from Hacker News

ARKit

developer.apple.com

161–170 of 185 posts

Re: ARKit

#161

The Wingnut AR demo that Apple showed during WWDC featuring the Unreal Engine was just mindblowing! Thankfully, it's available on Unreal's Youtube channel so you can still watch if you don't have Safari or the app - https://www.youtube.com/watch?v=S14AVwaBF-Y

This kind of thing is the least interesting application of AR in my opinion. I want high-quality information overlays about the real world. I do understand that some people just want Starcraft on a coffee table, but it seems like a low ambition for Apple to showcase.

would be exhausting to micro all those little units across a table by hand! :D

Re: ARKit

#162
post #41

Earlier quoted context omitted.

From what I looked up based on the processors it would be the 6S, the 7, the new one this fall, all iPad pros, and the 2017 iPad.

I see no reason it wouldn't work on the SE too, as it uses the same camera and SoC as the iPhone 6S.

Dang, missed another one. Good catch.

Re: ARKit

#163
post #99

Earlier quoted context omitted.

This is nice but what's unique about this? Is it significantly better or more performant? Is it just nice to have an integrated solution? I'd love to see a breakdown of ARKit vs something like Vuforia. Here's a video with the equivalent functionality to the WWDC demo -- https://www.youtube.com/watch?v=JvE_7filGsY

> This is nice but what's unique about this? Is it significantly better or more performant? Is it just nice to have an integrated solution? Ignoring all that other stuff, it's officially sanctioned and supported, part of the platform, requires no external libs, has Cocoa level documentation, and tons of developers will be using it very soon.

It all depends on whether Apple makes ARKit a priority, though. Apple has advertised SpriteKit on various occasions, then mostly broke it in iOS 9.0/9.1 [1], [2]. Game Center went down once a single game (Letterpress) started using it as designed [3]. What will you do if ARKit breaks in iOS 12.0? If you use an third-party lib, at least you can roll back to an earlier version, or even fix the bug yourself if it is open source.

I would stay as far away from Apple as possible when it comes to gamedev tools.

[1]: https://stackoverflow.com/a/33260910 [2]: http://geeky.gent/reasons-to-not-use-spritekit-for-game/ [3]: http://kotaku.com/5955318/apples-game-center-seems-to-be-mal...

Re: ARKit

#164
Not many people mention it, but ARKit also theoretically makes it possible to have 6DoF Google cardboard style VR as well.

Re: ARKit

#166
post #47

Earlier quoted context omitted.

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.

So I hear, but parent wondered if they used the depth data so I figured I'd mention it. Not saying it doesn't work with a single camera :)

Re: ARKit

#167

Earlier quoted context omitted.

I get that you don't want to use Safari, but actually "forcing us to use Safari" is exactly what Google did. Google chose not to implement HTTP Live Streaming, and therefore it's not available in Chrome. Microsoft made the other choice, which is why it works in Edge. The double standard here is really quite breathtaking. Apple doesn't implement a feature: Apple's fault. Google doesn't implement a feature: Apple's fau…

HLS requires the MPEG2-TS container format, which is not royalty free and therefore has no chance of becoming a web standard or of being implemented by Mozilla on free platforms. I don't see the double standard. All but one browser on GP's platform support the royalty free option. Only Safari on his platform supports the encumbered option, and he doesn't want to be forced to use it. On my own preferred platform, no b…

HLS can now use the same royalty free fMP4 segments used for MPEG-DASH.

Ironically fMP4 is royalty free thanks to its original developer, Apple.

Re: ARKit

#168

The Wingnut AR demo that Apple showed during WWDC featuring the Unreal Engine was just mindblowing! Thankfully, it's available on Unreal's Youtube channel so you can still watch if you don't have Safari or the app - https://www.youtube.com/watch?v=S14AVwaBF-Y

This kind of thing is the least interesting application of AR in my opinion. I want high-quality information overlays about the real world. I do understand that some people just want Starcraft on a coffee table, but it seems like a low ambition for Apple to showcase.

>This kind of thing is the least interesting application of AR in my opinion. I want high-quality information overlays about the real world. I do understand that some people just want Starcraft on a coffee table, but it seems like a low ambition for Apple to showcase.

It makes for a compelling proof of concept. Having a lot of individual things interacting with the environment independently is most of what you need, technically, for the high-quality overlays you're talking about. If you can do the former you can do the latter, it's just a sexier way of showing off the capabilities.

Re: ARKit

#169
post #167

Earlier quoted context omitted.

HLS requires the MPEG2-TS container format, which is not royalty free and therefore has no chance of becoming a web standard or of being implemented by Mozilla on free platforms. I don't see the double standard. All but one browser on GP's platform support the royalty free option. Only Safari on his platform supports the encumbered option, and he doesn't want to be forced to use it. On my own preferred platform, no b…

HLS can now use the same royalty free fMP4 segments used for MPEG-DASH. Ironically fMP4 is royalty free thanks to its original developer, Apple.

If Apple used fMP4 for this video, that gives them no excuse not to support other browsers. They can just ship a JavaScript HLS client built on the MSE web standard on the web page.

Re: ARKit

#170
post #151

The Wingnut AR demo that Apple showed during WWDC featuring the Unreal Engine was just mindblowing! Thankfully, it's available on Unreal's Youtube channel so you can still watch if you don't have Safari or the app - https://www.youtube.com/watch?v=S14AVwaBF-Y

How do you play the game while holding the ipad with both hands?

Having designed an AR experience for children and doing quite a bit of research into this problem a few years ago... You incorporate thumb controls on the sides of the device where you would naturally hold it. You use physical movement of the tablet to move things in the environment. Its limiting, but it works and can allow for fun interaction with the environment.
Post reply on HN