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NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo Date

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Old 09-10-2015, 12:05 PM   #57
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

Will this be out in time for the demo at least? I want to scan my face for my created guy...
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Old 09-10-2015, 12:12 PM   #58
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

Getting nearer and nearer to the end of the week...if they couldn't control the release date originally do they have control over making sure it's out this week?
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Old 09-10-2015, 12:37 PM   #59
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

I'm excited to try the demo out next week hopefully I can face scan before then
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Old 09-10-2015, 12:43 PM   #60
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

I wish it'd release on the other platform instead of making apple & android wait, lol.

Regardless, you can go ahead and start your rising star/pro-am player, and then update the head scan as it's available. In other words, you won't have to restart if you didn't have your head at first.
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Old 09-10-2015, 03:28 PM   #61
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

Quote:
Originally Posted by El_Poopador
I've worked in app development, and I can tell you that you're incorrect on both counts. Developing for iOS is very different than developing for Android. Also, if any change is made, it needs to go through the approval process again. Even if they just want to change the font of the splash screen for the app, the whole app has to be reapproved by both parties. And sometimes those third parties slow things down.

Again, I'm not letting EA off the hook, but this one may very well have been out of their control. But, like I said earlier, that is why a lot of companies do not give hard release dates for apps/app updates.
I work in software development also.

Technically we are both right.

I agree that there are 2 completely different environments for app development:

- Android apps utilize Java based SDKs.
- While, iOS apps utilize Objective-C based SDKs.

However, we don’t know the actual technology EA used for ‘facial recognition’… which was my original point.

Mainly because there are ‘web-based’ facial scanning tools/software available....
As well as ‘native’ facial scanning tools/software on the market also.

And some of these (face scanning) SDKs can be installed on a mobile device using a Code Wrapper:
- They use a Java Wrapper for Android Devices.
- And use a C# Wrapper for iOS Devices.

EA could have built it 'from scratch' on their own... or licensed a 3rd-party app... or used a web-based solution. Who knows?

But if they wanted to use a single codebase to build the app, the key is to centralize as much common business logic (workflows, database storage, network calls, authentication, Account Mgmt stuff, etc.) in a common library and reference it from separate dedicated iOS and Android functions, which activate the mobile device camera. The trick is to keep these “UI layers” as thin as possible and centralize as much code as possible.

So yes, (in reality) EA could build BOTH Native iOS and Android Apps from a single, shared C# codebase, by using tools like:

- Xamarin
- Automagical
- PhoneGap
- Softonic
- Face++
- Or a dozen other tools I didn’t list here.

Don’t get me wrong, I don’t work for EA, so I do not know ‘how’ they built their app, or ‘why’ they built it the way they did… nor what specific technology they use ‘under the hood’… but I do know that it is POSSIBLE to accomplish using a single codebase. That’s all I’m saying.

Especially if they are using ‘cloud-based’ facial scanning software…. there would probably be no need to build a native (Java based) Android app, or a native (Objective-C based) iOS app.

So the only questions are whether EA built it ‘completely native’, or if they used any additional ‘cloud-based’ technology, and what the ‘limitations’ are for doing so… and WHAT ELSE the software does, aside from just scanning faces & uploading the data to EA servers.

But we will find out whenever the app actually drops.

On a Sidenote: here’s some video footage of the GameFaceHD app working on a mobile device back in June, about 1 week after E3 finished:

https://www.facebook.com/EASPORTSNBA...5690472715627/

Last edited by Roger_Black; 09-10-2015 at 03:47 PM.
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Old 09-10-2015, 07:52 PM   #62
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

Was the Hoop guy supposed to drop some gameplay today?


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Old 09-10-2015, 07:54 PM   #63
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

the Hoop guy.

He said this week, not sure what day that entails.
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Old 09-11-2015, 01:27 AM   #64
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Re: NBA Live GameFaceHD Companion App Delayed For Later This Week, No Change in Demo

Quote:
Originally Posted by Roger_Black
I work in software development also.

Technically we are both right.

I agree that there are 2 completely different environments for app development:

- Android apps utilize Java based SDKs.
- While, iOS apps utilize Objective-C based SDKs.

However, we don’t know the actual technology EA used for ‘facial recognition’… which was my original point.

Mainly because there are ‘web-based’ facial scanning tools/software available....
As well as ‘native’ facial scanning tools/software on the market also.

And some of these (face scanning) SDKs can be installed on a mobile device using a Code Wrapper:
- They use a Java Wrapper for Android Devices.
- And use a C# Wrapper for iOS Devices.

EA could have built it 'from scratch' on their own... or licensed a 3rd-party app... or used a web-based solution. Who knows?

But if they wanted to use a single codebase to build the app, the key is to centralize as much common business logic (workflows, database storage, network calls, authentication, Account Mgmt stuff, etc.) in a common library and reference it from separate dedicated iOS and Android functions, which activate the mobile device camera. The trick is to keep these “UI layers” as thin as possible and centralize as much code as possible.

So yes, (in reality) EA could build BOTH Native iOS and Android Apps from a single, shared C# codebase, by using tools like:

- Xamarin
- Automagical
- PhoneGap
- Softonic
- Face++
- Or a dozen other tools I didn’t list here.

Don’t get me wrong, I don’t work for EA, so I do not know ‘how’ they built their app, or ‘why’ they built it the way they did… nor what specific technology they use ‘under the hood’… but I do know that it is POSSIBLE to accomplish using a single codebase. That’s all I’m saying.

Especially if they are using ‘cloud-based’ facial scanning software…. there would probably be no need to build a native (Java based) Android app, or a native (Objective-C based) iOS app.

So the only questions are whether EA built it ‘completely native’, or if they used any additional ‘cloud-based’ technology, and what the ‘limitations’ are for doing so… and WHAT ELSE the software does, aside from just scanning faces & uploading the data to EA servers.

But we will find out whenever the app actually drops.

On a Sidenote:here’s some video footage of the GameFaceHD app working on a mobile device back in June, about 1 week after E3 finished:

https://www.facebook.com/EASPORTSNBA...5690472715627/
This is pretty easy to answer. Here is the website of the company working on the app. http://seene.co/

And here is a video from June showing somebody scan there face.

https://www.youtube.com/watch?v=gLMOpt5invA

Last edited by mmafan18; 09-11-2015 at 01:33 AM.
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