[MUSIC]
>> What are some of the different tools then that
I could use to start down this path?
Is it something that I can use Unity and start like writing C#
or what tools is it that I can
start to use if I want to begin exploring this path?
>> That's a great question.
I have the opinion use version of my answer.
Also, it has other advantages being free for everybody.
But the most popular tools right now is Unity with C#.
They have the most developers because they're
also coming from the Gamesville world.
The other tools that are coming up are Unreal Engine,
which I really like.
It's also very much like Unity.
It has a UI,
but also you can write C++ codes.
Both of these tools now have no base programming,
which means that you have these boxes
which should present some variables
or other things and then you can connect them
together to write the code without
having to worry about the Syntax.
Other than that for mobile devices,
you can write Kotlin or Java for Android,
or you can use
iPhones or iOS devices
augmented reality capabilities using their tools as well.
Swift, I think. Yeah.
>> Interesting. iOS has
its own APIs then for doing some form of mixed reality.
Does Android do that as well?
>> Yes. They have more names.
So much AR Core and AR Kits.
It's really hard for me to remember.
Android is AR Core and iOS is AR kit,
so they're augmented reality capabilities.
>> Okay. Good. Yeah. More names,
that was exactly what I was hoping
for here because there wasn't enough.
>> That's fortunate. But don't run away,
it's so much easier easier when you start writing JavaScript.
The advantage of JavaScript,
you can actually write codes with something like React Native,
or right now Babylon.js has launched libraries,
who is working on their own native library.
You can write JavaScript and deploy it onto any device.
One thing that all of these devices have in common,
and that's the only thing,
is to have access to a browser.
One of the issues with all of
these other tools compared to WebEx [inaudible] is that
you have to go through
their development process plus the App Store.
For Android, iOS, or Unity,
Unreal, maybe on a Windows store.
For Web, you don't have any of those,
which is a huge advantage.
But on the other hand, on the web,
we are missing some of the capabilities for now.
The reason it's on the web,
we take things slow,
we want to make things very secure and we don't want
to break any of our APIs.
Nobody's code will break hopefully once we decide.
With Unreal Engine and Unity,
there is no backward compatibility,
your code breaks every time and things like that happens,
so it's a little hassle.
They're great tools but you have to know these trade-off.
>> Okay. Trying to fix your screen here real quick.
It went sideways on me. Give me one second here.
Let me try and see if I
can't get this to refresh itself. There we go.
Okay. Yeah. We're back.
Much better. Much better.
Cool. You highlight,
I think one of the biggest things
about just Web Development in general,
is that is this is pretty much as close as we can
get to a write once run anywhere.
That yes, obviously there's still
different browser challenges and so forth.
Different browsers will do different things.
But to a certain extent,
a lot of that does seem to have either
been smoothed out or if nothing else,
that the frameworks will then handle that for us.
As long as I'm using a framework,
then typically it's going to
then manage all of those browser issues.
Then you also highlighted another real big part,
is that if it's just a website,
then I don't need to worry about publishing
this app to the store and
going through that approval process which,
from everything that I've heard,
can really be a challenge.