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NickWiggill

Member Since 29 Mar 2005
Offline Last Active Jan 24 2014 02:48 PM

Topics I've Started

Voice Command Recognition: State of the art?

18 January 2014 - 11:53 AM

gamedev.net is littered with old, brief and fruitless discussions of voice recognition.
 
What is the state of this art, now? Over the last decade, what games have had reliable voice/speech recognition in terms of issuing generic commands, rather than being able to identify individual speakers? I will begin with a list of games and middleware that I know of...
 
Public spreadsheet listing different games and middleware. Feel free to add smile.png or post responses here.
 
Also there is this table for Fonix and ScanSoft middleware, which seem to be major industry players(?).
 
I'd value experiences shared by British English and North American English speakers, others would be a bonus such as non-native speaker European and Asian accents. If you don't mind, state which you fall under when sharing your experiences as I'd like to know how different middleware works for various regional accents.
 
Cheers.

Transform matrix application order

06 July 2012 - 12:19 PM

I'm building my first OpenGL demo to incorporate into the game I'm writing. I wonder if you gentlefolk might help clarify the transformation process for me. I have a basic vertex and fragment shaders up and running already.

Here's what I see as the method for getting 3D objects perspective-transformed to screen:

(pseudocode)


On update:

	 Create the camera matrix: c = camRotation * camTranslation
	 Create the view matrix by inverting the camera matrix: v = c^-1
	 Create the projection matrix using the standard perspective projection matrix terms
	 Create view-projection matrix: vp = p * v

	 For each entity
		  Create a model matrix using entity world position, rotation, and scale values
		  Multiply this specific entity's world transform matrix (the model matrix): mvp = vp * m
		  Set mvp as a uniform for vertex shader
		  glDrawElements(...);

Queries:
  • Please offer your advice on whether or not the above structure is sensible.
  • What options do I have to reduce the number of draw calls? Merging static geometry into a single vertex list using a common texture atlas seems to be the only option?
  • Re the MVP matrix above, why do some sources present the final matrix value as -1, and others as 1? What should I use?
Any other tips, suggestions on this structure welcome.

Primary references:

OpenGL wiki page on viewing and transformations
Joe Groff's tutorial on transformation and projection

SDL cross-platform: processor time and multithreading

10 August 2011 - 03:03 AM

Given that I'm currently using SDL for my game, and I made that choice because I wanted it to be cross-platform, I've now started having some misgivings about potential difficulties in actually making it so.

The thing is, I realise that I probably have to code for the lowest common denominator I intend to support. Ultimately, I was hoping to develop on my laptop, a Core2 Duo machine, optimise as much as possible, and later do further development on a "weaker" device to bring it to an even better efficiency. The gameplay of the game is more important, however, than sticking to some lowest common denominator in terms of system specs, so I'd be flexible on this.

Then of course there is the issue of, if I go multithreaded (and that is a very distinct possibility as I will be doing a lot of procedural generation on the fly as the world progresses -- since I desire a seamless world), what can I actually rely on in terms of what the lowest common denominator provides? I read a post over at the Unity forums where people were saying 2 cores is very common these days, and elsewhere I've read in the past that one thread per core is a good idea, no more (obviously that ignores OS needs but I know little enough about that).

Has anyone faced these challenges (primarily: developing multithreaded for devices with vastly different specs), who would be willing to offer some advice?

Thanks in advance,

Nick

Check point on line, using vector line equations

26 July 2010 - 09:15 AM

Before you answer, please look at the subject line -- I already know how this is done using linear programming (i.e. y = mx + c AKA y = ax + b); that is NOT what I want to know.

I need to know how to find out if a point is on a line, using equations like these:

http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/

...Since my class is already written using this approach for the math.

P.S. If I am incorrectly referring to these as "vector line equations" please correct me.

[Edited by - Nick of ZA on July 27, 2010 10:45:17 AM]

Submission Agreements, Confidentiality Agreements, & NDAs - clarification

15 April 2010 - 02:07 AM

In the much-loved and aptly-named "Article 39" by Mr Sloper, we see three distinct terms used, but no differentiation is made between them: "Submission Agreements, Confidentiality Agreements, & NDAs" Are there any practical differences between these or are they in essence the same concept?

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