Creating a video game in Maya for android - maya

I recently installed Maya for creating video games, and was wondering something. Can I create games in Maya, and run it on mobile devices?

In short, no.
Maya is a character animation software, not a game development platform. It doesn't directly support creating an application of any kind. Maya creates a portion of the raw materials for a game, but you'll need some kind of programming tool to create the actual game itself.

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Adding a video to Simulation Environment

I am using Webots to simulate an orchestra environment. I am trying an NAO robot to react to a video and audio, I am unable to include the video source in the environment.
Sample Video
Which simulator should I use or how will I create an environment to test a robot with my algorithm?
I do not expect Webots to support embedding video in the simulated world.
Webots also already takes over the virtual NAO's video input, so you might be unable to inject your own video instead.
But if you worked with the virtual NAO created by Choregraphe (instead of Webots), you can use ALVideoDevice.putImage. See ALVideoDevice documentation.

How can I develop a game engine that supports android

I am thinking about developing a game engine in which I can make games for android and other mobile platforms and I have no clue for it.I just see tutorials for making game engine just for one specific platform and have not found any tutorials for making a game engine for various kinds of platforms!.please give me some clues for it
I recommend you read Game and Graphics Programming for iOS and Android with OpenGL ES 2.0, if you really want to make game engine for Android. His projects sample is too old and written on Eclipse (which is deprecated by Google for Android development), it take me a lot of time to convert his old project to Android Studio. His source code is very small but run smoothly on new devices. His project also include iOS XCode project too, but also some minor modify to migrate older XCode to newer. Two Android and iOS projects sharing ~ 95% C source code (truly cross-platform) and some platform code (Java for Android and Objective-C for iOS but it just only ~ 5%).
I am also recommend you consider use OpenGL ES graphic API for cross-platform game engine instead of using multiple graphic API, because you can use Google ANGLE project to convert OpenGL ES graphic API to native API for other devices like DirectX (Windows PC, Windows Phone), Metal (MacOS, iOS), Vulkan, Desktop OpenGL just one code base. The most successful game engine base on OpenGL ES API is Godot Engine. One of the most the popular project using ANGLE is Google Chrome.
In 2014, Apple announce they deprecated OpenGL ES for their Metal API (but I am tested OpenGL ES project still run on new iOS 13), so only choice if using OpenGL ES is ANGLE. If you want to follow ANGLE Metal you can follow here
Initialize when Microsoft create Windows Runtime (Windows Store, Windows Phone) is just support DirectX, but they also create tutorial for ANGLE to convert OpenGL ES to DirectX, see tutorial here

Developing a Kinect Speech Recognition app for a Surface table

I'm currently developing a Kinect Speech Recognition application. The target platform will be a Surface tablet although the model hasn't been decided.
The application itself will allow interaction with children, with several basic game scenarios. My issue right now is that the demo's I've been using to test Kinect Speech Recognition capabilities were developing using WPF. It is to my understanding that WPF application cannot run on Surface and Surface 2 models as they both use Windows RT, leaving only the (expensive) Surface Pro 2 model running Windows 8 the only option.
With all this being said, is it possible to develop this kind of application (Kinect ASR) to run in a Windows RT environment? (I'm asking this due to the fact that every Kinect ASR apps I've seen so far are developed using WPF)
If so, what are its limitations?
It's a simple and clear answer, the whole Kinect development kit is not available for WinRT.
See also http://www.kinectingforwindows.com/2013/02/12/how-about-kinect-winrt/

Surface for non-surface applications

Recently I've stumbled over surface. It's incredible and so easy to develop small applications with surface. Surface is build upon WPF, so surface uses XAML. My idea is now to develop applications with surface. I've searched for some information about this topic. There is nothing about that. My question is now, why nobody uses the surface SDK with WPF to build cool applications. Are there any disadvantages?
I don't really understand your question. But here are some answers to what you may be asking:
Why aren't there more surface applications out there?
Most likely because of the price and the availability. It costs $15,000 for a developer unit and you have to be a business to even get to order it.
Why isn't the surface SDK used to build normal desktop apps
Because it doesn't make sense. The surface SDK contains Surface specific, and multi touch specific additions to the plain WPF stack so it is only useful for surface applications running on a real surface device (or simulator, but that isn't feasible for deployment)
Now if you are building a multi touch application for windows 7, there is a surface toolkit which is based upon the surface SDK. It has most of the nice multi touch enhancements but lacks the hard dependency on the surface hardware. It is very useful for general purpose multi touch development on .NET and is as far as I can tell also used quite much for this purpose.
Do you mean building Windows applications in WPF using the Surface toolkit? There is no reason not to do this. There is a 'good, better, best' model when developing multitouch apps, and if you want to create a true multitouch friendly application, then the Surface toolkit is a good way to go.
I have created an application using the surface toolkit but for normal wpf application.
You have just to have a multitouc tactil monitor.
and every thing will be fine.
It works :)

wpf/silverlight application to dvd

How to convert a wpf/silverlight app so it will run on a dvd.
We have wpf app which is used for learning purposes we would like to create dvd version of this app and give it to our users so they could go home and use them.
Any suggestions will be appreciated.
We have looked at WPFMediaKit but it appears to be opening media files and displaying them.
But our requirement is to actually play the wpf app on dvd just like a normal dvd.
Just wondering if it is possible.
Thanks
N
This will not be possible. DVD navigation (on which interactive DVDs are built) are a completely different environment / framework / format to WPF or Silverlight.
WPF/Silverlight use XAML and the .Net framework, the DVD format uses a combination of motion menus and navigation controls to achieve interaction, all packaged in a format unique to DVDs and as different to WPF/Silverlight as oil is to cheese I'm afraid.
If, however, you want to distribute your WPF/Silverlight application on a data DVD for users to insert into their Windows PCs and run on their desktop, that will be very easy.
DVD-Video players run a special virtual machine to run byte-code specifying how the navigation of a DVD-video disc should work. This site gives a detailed account of this format and how to program for it.
The bottom line is that if you want your WPF/Silverlight app to run on a DVD-Video disc on a consumer DVD-player, not on a Windows PC, you will need to completely rewrite it from scratch using this format.

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