Archive for the ‘tracking’ Category

Monday, May 18th, 2009

pyamf is pretty sweet for Flash remoting with Pythonic server side, but now we have two nicely done and integrated remoting kits for python on the server side.

amfast is a new remoting library  that looks to be as sweet as pyamf (where sweet == fast and useful).  I am checking out amfast now but the speed boost alone might be worth it.  For instance, working with real-time games, when you need static content you need to grab that quickly sometimes via a content service.  The faster that link the better. It also has Twisted integration which is great for networking and SQLAlchemy integration which is in my opinion the best ORM for python (pyamf has twisted, django, pylons, sqlalchemy as well)

amfast is well documented and has some great examples.  If you have the Python addiction, check it.

Description

  • AmFast is a Flash remoting framework for Python.
  • AmFast can use AMF to communicate between Python and Flash, Flex, and any other system that supports AMF.
  • AMF is a binary object serialization protocol used by Actionscript based applications.

Server Features

  • Support for NetConnection and RemoteObject RPC.
  • Support for Producer/Consumer ‘push’ messaging with HTTP polling, HTTP long-polling, and real-time HTTP streaming channels.
  • Support for authentication with NetConnection and RemoteObject.
  • Flexible Target mapping system to map message destinations to invokable Target objects.
  • Support for ChannelSets with multiple Channels to expose resources in different ways.
  • Built in Channels for CherryPy, Twisted Web, and plain WSGI.
  • Support for configurable Endpoints. Use AmFast’s built-in AMF encoder/decoder C-extension, or use an external AMF encoder/decoder, such as PyAmf for a pure-Python implementation.

AMF Encoder/Decoder Features

  • AMF0/AMF3 encoder/decoder written in C as a Python extension for speed.
  • More than 10x faster than the PyAmf encoder/decoder (even when using PyAmf’s optional C-extension).
  • Map custom classes with ClassDef objects for complete control over serialization/de-serialization.
  • Full support for IExternalizable objects.
  • Data persistence with SqlAlchemy including remotely-loadable lazy-loaded attributes.
  • Actionscript code generation from ClassDef objects.
Thursday, April 30th, 2009

The ARToolkit has been ported to be used with Processing.

Augmented Reality and the base of the original ARToolkit has taken the flash world by storm with the FLARToolkit and really the speed updates of the AVM2 in Flash9 and Flash10 to be able to pull off the OpenCV calculations needed on the bitmap data from each frame of a camera. It has been around quite some time but now web based engines such as Flash and now Processing can take advantage of this awesome technology.

The Simple ARToolKit Library for Processing (PC) is just a basic port of single marker AR support and it currently only runs on windows.

Den Ivanov did some cool experiments with this kit but adding the capability to do multiple markers.  In his videos the processing runtime seems to process the render pretty quickly.  It seems that most Flash AR is around like 5-10 frames per second for the detection.

*mute the sound*

ARToolkit for processing tests from den ivanov on Vimeo.

Thursday, April 30th, 2009

Unity 3D iPhone was updated recently to 1.0.2 and it has been greatly improved in performance and a much more solid 1.0 toolkit.  According to Unity 3D information by up to 50% which means much more room for assets to munch memory for us yay!

I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing.  Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.

Get the latest Unity 3d iPhone dev kit (only for Mac OSX obviously since it uses XCode to compile per Apple licensing requirements)

This build fixes many issues and makes some great optimizations for speed as listed here:

New Features and Improvements

  • Reduced memory footprint for uncompressed audio by 50%
  • “Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
  • Improved iPhone script call optimization
  • Removed unused parts of Mono runtime
  • Reduced memory overhead while reading data from disk and slightly improved load times.
  • Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
  • Exported audio session activation/deactivation functions to AppController.mm
  • Added Scripting Reference code examples for iPhone specific APIs

Bug Fixes

  • Fixed audio to play correctly after phone call / text message / alarm interruption occurs
  • Fixed compressed audio occasionally refusing to play
  • Fixed AudioSource.PlayOneShot to work correctly with compressed audio
  • Fixed audio to respect Mute switch and background iPod music
  • Fixed Pause function and time property for compressed audio clips
  • Fixed OpenAL memory leak
  • Fixed PhysX memory leaks
  • Fixed Audio and Animation assets leaking while loading new scene
  • Fixed a crash related to playing compressed audio in a sequence
  • Fixed memory leak while updating Mesh geometry data
  • Fixed several small memory leaks in rendering module
  • Fixed asynchronous .NET sockets
  • Fixed .NET threads
  • Fixed cross thread boundary calling to the delegates
  • Fixed UnityEngine.TextEditor stripping
  • Fixed GUI slider stripping
  • Fixed GUI scroll view stripping
  • Fixed IndexOutOfRange exception checking
  • Fixed Boo.Lang.dll stripping
  • Fixed occasional crashes of AOT cross compiler