Is there any way to do BPM detection that anyone knows of inside cocos2d or directc? Does that, as a concept, even make sense? I'm wondering why I've never seen any mp3 visualizers on iPad.
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I am currently going through some game cross-platform frameworks and I really like the sound and look for CocosSharp.
However I haven't been able to find out if it is possible to use device camera in the game itself. In my case I would like to use whatever the device camera is seeing to project as a background to my game.
Is this possible with CocosSharp? If so, would anyone be able to point me to a code snippet / which class to work with?
I'm wondering if anyone out there has experience working on 3D games for Glass. I'm working on a Unity game that is coming along nicely, but pushes the limits of the device pretty hard. In fact, the game is cripplingly slow if you try to play while the device is plugged in (charging), and it drains the battery pretty quickly.
Another unfortunate glitch is that the Unity activity overrides the gesture input, so the swipe-down-to-close action isn't recognized. I had to hack my own together but it's not perfect.
I'm wondering if these kinds of issues will prevent the app from seeing the light of day. Has anyone else had any luck submitting 3D games to Google? I don't see any 3D stuff on Glassware (except maybe the star maps), so I'm worried that this project is a non-starter.
I published my Glass wrapper activity to GitHub. In case anyone else wants to use Unity with Glass.
https://github.com/DefectiveStudios/glasswrapper
I have a project that involves OpenCV among some other media related functionality and after playing with OpenFrameworks it seems to be perfect for the task, well nearly perfect ;)
This project is actually a Flash project and I have a working connection to C++ for all the image processing for speed. The problem is that OpenFrameworks require the following code to init before the ofRunApp:
ofAppGlutWindow window;
ofSetupOpenGL(&window, 1024,768, OF_WINDOW); // <-------- setup the GL context
Is there an easy way to use the OpenCV related functionality in OpenFrameworks without opening any window? Just for the record I would prefer to use OpenFrameworks rather than vanilla OpenCV for the flexibility of OF and it's other features.
Thanks in advance,
a.
There is no 'official' way to do this with openFrameworks.
Since openFrameworks has swappable renderers, you could write one to do this. But this seems to be a lot of work because many openFrameworks internal rely on a window and GL context.
You can find he most promising attempts to solve this problem here and here. Maybe you can search the openFrameworks on your own to find probably more. Even better: feel free to start a new topic to get people see that there is a need for headless rendering.
I want to add an animation in starting screen of my game. I did that animation in flash. how to load it in cocos2d
Don't think you're going to be able to do this. Flash has never been able to run on the iPhone/iPod and very likely never will at least for the foreseeable future. Someone would have to write a custom SWF file loader and player specifically for Cocos (no small task). Even then I doubt Apple would allow such an application to be approved. I would suggest converting your SWF to an iPhone/iPod compatible movie format. QuickTime (mov) for sure is supported, mpg and avi may work as well.
There is and will be no Flash support on the iPhone. You'd have to to convert the animation into single images and use cocos2d's animation system.
The thing you wanted four years ago has released! It's called GAF This is library and a converter for flash animations.
I am currently planning a little sightseeing-app (game) for my iPhone. It should be something like geocaching with Augmented-Reality features. The user should search and then pick up virtual elements. These elements should be "stored".
Would you recommend using cocos2D for this? I am a programmer with no iPhone programming experience ;-)
Thanks
I think this depends on some of the deeper technical requirements of your game. Cocos2D is great, I have been using it for several months now and have little to complain about with it.
You mention "augmented-reality" features which to me says using the camera while overlaying annotations on top of the camera display. Is that right? I could see Cocos2D being used as a transparent overlay over the camera display where you markup various parts of the display. It would be a bit of a challenge no doubt to make sure your annotations match up with what is shown in the camera but I think it could be done.
Best to do a quick tech demo and see if that meets your needs.