Awesome Features coming to Hololens

Just had a meeting with Microsoft Hololens team and got informed that there are 3 new features coming to Hololens next week.

 

1. Simulated Input in Unity Play Mode

This is essentially similar to the Hololens Emulator – where you have a window to provide simulated hololens input to the emulator. But starting next week, you wont have to export unity project to visual studio and deploy to emulator. You will have a panel/window within Unity to provide the same simulated input in Unity Play Mode. This will be really beneficial for some initial testing inside Unity – lots of time savings.

emulator_simulation

 

2. Unity Remote Debugging for Hololens

This is essentially similar to how Unity allows remote debugging of apps on iOS/Android devices. So starting next week, you will be able to run your app on a Hololens device and connect to it from Unity in Play mode – This means that you will see the Hololens “view” inside your Unity Editor and you can provide input from Unity Editor as well as debug code – again lots of time savings and we finally can get rid of the “debug log panels in Hololens UI”.

 

3. Hololens Remoting to Windows 10 PC

I am extremely excited about this one. Essentially, your Windows 10 PC becomes the brains for the Hololens device.

Let’s break this down:

  • Develop a Windows 10 UWP app, utilize all the Hololens APIs like you would for any holographic app
  • But deploy and run this app on your Windows 10 PC – YES thats correct
  • Install Hololens Remoting app on your Hololens device (will be released next week)
  • Your Windows 10 PC UWP app will connect to the Hololens Device
  • Voila…. Your Windows 10 PC just became the brains for Hololens
  • All sensor inputs are being sent from the Hololens device to your Windows 10 PC app
  • Your app does all processing on the PC, final render / image is sent over to hololens

This is exciting on so many fronts.. first of all.. All the magic is done over WiFi – so critics jumping on to calling this a tethered experience – hold off!!

Microsoft Hololens Team told us that in their tests they have achieved 60 FPS with all the compression and communication over WiFi – and that is no ordinary feat!

Now lets consider the opportunities:

  • Apps that require more horse power – scientific/medical visualization or complex algorithms – can be offloaded to a PC
  • Apps that require more eye-candy can utilize a stronger GPU/shaders on the PC
  • Additional peripherals attached to the PC can be utilized e.g. Kinect, Leap Motion – any other crazy sensors.

This is a very useful addon to a device that is awesome anyway, of course it should be used IF the project requires it. We have to evaluate the tradeoffs – Will the app in question be more constrained by the processing / gpu power of the Hololens device OR will it get a performance hit due to WiFi latency – and that will depend on the project requirements.

The future is NOW – sorry – I mean next week😉

PS: All the braniacs may have guessed it, feature 2 is powered by feature 3🙂

PPS: Shameless plug  – check out my game #HoloTankz on hololens

 

 

 

Posted in HoloLens

HoloLens – Development Begins

I finally received my HoloLens DevKit a few days ago and I am blown away. its a marvelous piece of hardware and software especially for being a 1st version Developer Device. The applications of this technology are endless and the future seems very bright.

To understand the basic concepts of Gaze, Gesture, Voice commands, Spatial Sound, Spatial Mapping and Shared Holograms, I have started a small prototype project – Holo Tanks – bringing tank battles to your living room.

Here is a few hours of progress:

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Posted in HoloLens

Windows Phone Ad Network Review part 2

This is part 2 of Ad Network review for Windows Phone platform. Revenue/eCPM numbers for last month (30 days) for these games.

See Part 1 here

Microsoft Pubcenter

pubcenter
Smaato Ad
smaato
Vserv Mobi
vserv

Google Admob

admob

Posted in Uncategorized

Super Polygon for Android and iOS

After a major update to Super Polygon on Windows Phone 8 and Windows 8.1, Super Polygon is now available on Android and iOS. With Super Octagon, Hexagon, Pentagon, Square and Shape Shifting Polygon modes, 4 Visual themes, 3 Visual effects, 6 original Sound tracks and new poly patterns. Free to play with some in-app purchases.

Download from iTunes App Store

Download from Google Play Store 

Download from Windows Phone Store

Download from Windows Store

spu5-octa spu5-hexa spu5-penta2

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Posted in Android, iOS, Windows 8, Windows Phone

Air Soccer Fever – released on iOS

A very big milestone for me. My first game for iOS has been released. Air Soccer Fever, already a hit game on Windows Store and Google Play (4 million downloads) is now also available on AppStore  with true cross-platform online multiplayer gameplay. Play Air Soccer Fever for FREE on iPhone, iPad and iPodTouch.

Let the multiplayer battles begin.

App_Store_Badge_135x40_Master_062012

Tile512

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Posted in iOS

Air Soccer Fever – big update

1024x500promo

Air Soccer Fever was first implemented in XNA/MonoGame for Windows Phone 7. I took the plunge and ported Air Soccer Fever to Unity3D engine. This helped with releasing a great update for Windows Phone 8, Windows 8.1, Android and iOS.

Tile512

Play realtime online multiplayer soccer with anyone in the world. Currently at 4.5 million downloads across Windows Phone, Windows 8 and Android and thousands of players playing online.

DOWNLOAD FOR WINDOWS PHONE 8

DOWNLOAD FOR WINDOWS 8.1

DOWNLOAD FOR GOOGLE PLAY ANDROID

DOWNLOAD FOR ITUNES IOS 

Read more ›

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Posted in Uncategorized

Super Polygon v1.5 released

Released an awesome update for Super Polygon – v1.5 for Windows Phone 8 and Windows 8.1

  • 1 new level – Hyper Polygoner
  • 2 new music tracks
  • brand new menu UI
  • brand new leaderboards
  • performance improvements
  • Now a universal app – in-app-purchase will be shared between WP8 and WIn8.1

promowxga800

SP-spike

Tagged with:
Posted in Windows Phone
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