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Member Since 15 Aug 2009
Offline Last Active Aug 29 2015 01:32 AM

Posts I've Made

In Topic: Initializer_list isnt working...?

28 August 2015 - 04:57 AM

math::Vec2f Font::getLineVerticalBounds() const
			FT_Face face = reinterpret_cast<FT_Face>(mFace);
			return math::Vec2f{ static_cast<float>(face->size->metrics.descender) / 64.0f, static_cast<float>(face->size->metrics.ascender) / 64.0f };
See the "math::Vec2f" right after the return statement?
If it IS there, this works.
If it IS NOT there,..

you mean, you're trying that:
math::Vec2f Font::getLineVerticalBounds() const
			FT_Face face = reinterpret_cast<FT_Face>(mFace);
			return static_cast<float>(face->size->metrics.descender) / 64.0f, static_cast<float>(face->size->metrics.ascender) / 64.0f;

that is the same as
math::Vec2f Font::getLineVerticalBounds() const
			FT_Face face = reinterpret_cast<FT_Face>(mFace);
			return static_cast<float>(face->size->metrics.ascender) / 64.0f;

In Topic: voice/word recognition

26 August 2015 - 02:41 PM

The good news is that you don't need to implement very much.

but I have fun to learn new things, my goals are:
1. I want to understand how it works
2. I want to implement it myself

@Álvaro reply was top notch, thanks!

more tips/hints/replies are welcome.

In Topic: voice/word recognition

26 August 2015 - 09:27 AM

I know how FT, DFT and FFT work, but I'm not quite sure how to apply it. should I break the recorded audio stream into some chunks to get a frequency over time histogram/graph? or should I transform the whole wave sequence?


once that is done, should I compare it to an average of previously recorded words? just the MSE distance? or counting peaks? how would that work when someone speaks slightly faster or slower?


I know it's not a trivial topic, but I'm trying to find a place to start.

In Topic: Founding a game studio

11 June 2015 - 05:45 PM

yes, that's very true and I think it's important to point that out to people who ask, it's not an impossible thing, because, obviously some people achieved that goal. BUT it's a question of investment.


John Carmack has incredible skill and spent every bit of his time to make things happen, while his friends made the business side == 50% skill, 50% time, 1% money

bill gates created Microsoft/dos: he bought from another company DOS while making a deal with IBM: 50% skill, 1% time, 50% money

I wont make an example for 1% skill, as that might sound a bit offensive and judging. (and it doesn't mean someone has 0% skill, it just means 1% of the investment for the success of something particular is skill)


if time == 0, but infinite skill and money, obviously you won't get it done, 0 days of investment is not enough. even if you'd consider to hire a person to do all the work for you, you'll need some time to find that perfect person


if skill == 0 but infinite time and money, you won't create it yourself, you also won't be able to hire anyone who can do it as you cannot judge other skills without having at least a bit of them (it's like trying to find the prettiest girl friend while being blind).


if money == 0, but infinite time and skill, you won't be able to buy food for the time, buying equipment or marketing.


but on the positive side, if you have infinite time (because you're unemployed) or infinite skill (because you're genius) or infinite money and a little bit of the other skills, there is a good chance you could make it.

In Topic: Founding a game studio

04 June 2015 - 01:45 PM

  • Do you think is it possible to realize something like this?
of course, it's just a question of investment. investment is time * skill * money, you can compensate one with the other.

  • I ask you again,  what's the minimun number of people that I'd need to get everything done in a few years?

Minimum is just one, you. There are a lot of one-man-studios that create indie games.

What roles (art designer/programmer/consultant/audio...) should I search when I'm looking for people to put in my project? (Ik the question sounds bad)

that purely depends on what part of it you cannot do.
if you are a one-man-studio, you can do all, you really don't need to hire anyone else.
in contrast, if you are an idea-guy and you cannot do anything, you might need to hire a producer first that will organize all the work and will tell you, based on your ideas, what people need to be hired.
there is no default setup. you might say you want some 8bit chip tunes for everything, you might hire one cheap retro hobby composer. in contrast, you might want an orchestral theme like homeworld, then you'll need to hire 20 highly skilled musicians.

  • May I need a publisher or working and selling a game as indie is the same? What are the benefits and cons of having a publisher? (I can't really find the answer to that)

publisher are those that will deliver the money, usually also the producer and will distribute the game as well as advertise the game. But usually it's not your decision to have a publisher, you rather advertise to a publisher either your game in development, or your studio. but in both cases publishers will evaluate how skilled your people are and what value the IP has that you own and based on that you'll get a deal offered.
Publisher for a Studio is like an Employer for an Employee