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About ProfL

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  1. Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
  2. what platform are you targeting? can you show some art you've made for the game, just to see the art style and setting of it.
  3. Heya fellas, usually I'm quite good with coming up with some ideas, but it's a challenge now: long: I'd like to create some small game, in best case for tablets ( but browser or PC would be ok'ish too ), aiming at kids at 3 to 7 years. There are quite a few of them in our family and they're all crazy about math (counting, adding numbers, even dividing/distributing etc.). In real world I can just challenge them with some equation or throwing a ball back and forth and count (little 3y old guy who counts to 52 :o). But that doesn't translate to a video game.   tldr: Could you guys throw some "math game" ideas at me fitting: - they might have problems reading all the numbers, at least the 3y old for sure, - it shouldn't be plain stupid, like candy crush or columns. - something where they could not really lose but only exceed - no time pressure (it should not stress them, they might be allowed to play a round before bed and should be able to sleep) - no reflex game e.g. whac a mole - short rounds, something they could interrupt without feeling like they'll lose because of it.   you know, the perfect game for kids, nothing less. That's not a challenge for you guys, is it? ;)
  4. The game sounds and looks really nice! But from a programmer's perspective I'd wonder - what platform are you targeting (pc? tablet? browser?) - will it be 2d like your scribble? or what exactly is the technical demand for visualization? - how much work will it be? (do you plan this to be a 1 Month project? 6 Months? open end?) - what criteria is key for choosing the right programmer? (you said you will wait for more to pick one) - do you plan to sell it? is open source ok with you? etc.
  5. I'm not sure this is a technical question, but it's too advanced for the beginner forum and you tech guys are probably the ones who deal with this most. I haven't really found a reasonable explanation on google for it. I'm developing a game for android/ios consoles (android TV/apple TV). When I render it at sub-1080p resolution and scale this up, does that still count as a 1080p? Reading wikipedia: https://en.wikipedia.org/wiki/1080p I'd think you have to be 1080p in height and width has to be according to the aspect ration of the display you target (16:9) I wonder, as I've been seeing a lot of games claiming to be 1080p, e.g. - Forza, which always renders naively in 1920x1080p http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5 (That's how I would expect it to be) - Gran Turismo or Wipeout on PS3. Both were 1080 in height, but scaled horizontally down to 1280 (1.38 MPixel) or dynamically to 1440 (1.55 MPixel) http://www.eurogamer.net/articles/wipeout-hds-1080p-sleight-of-hand On the other side, Ryse ran at 1600x900 (1.44 MPixel) and also scaled the image up at some point, but is not called a 1080p game. http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome (why not 1280x1080?) Does it mean, as long as the height is 1080, any width is allowed? Or do you need to have at least the width of native 720p? If you look at an article like: https://www.vg247.com/2016/02/26/doom-1080p-60-fps-xbox-one-ps4-pc/ Does it mean, the game will be something x 1080p? Some android-tv consoles support up to 4k, what is the minimal I need to support to claim to have a 4k game? Or does it just matter that there is 'something' rendered in native resolution, e.g. some ui?
  6. 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; }
  7. 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.
  8. 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.
  9. there is no dedicated audio tech forum, I hope this is the right place to post my question instead. for fun (and curiosity) I'd like to implement a simple single word recognition of spoken recordings. as this is for fun, i can setup an artificial environment e.g. 5 words only, no noise, clear voice, etc. so far I've gathered that I could run an fourie transform and compare the frequencies via histograms. well, it's not easy to find tutorials or sample source to learn from it. usually everybody recommend libraries, but those are either black boxes or require deep knowledge just to set those up. any guidance, links, high level descriptions, samples, keywords for Google are highly appreciated!
  10. haven't found a place for this topic, I hope it's ok to post it here.   I want to create procedurally the engine sound of airplanes, mostly WW2 (not jets!), like from the spitfire etc.   I've found some tutorials that accomplish it with recorded samples and some filters, but I haven't really found a programming tutorial to do it 100% by code. I have various type of airplanes and those are flying with different speeds.   any suggestions, ideas or google keywords are welcome.   thanks!
  11. Founding a game studio

    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.
  12. Founding a game studio

    of course, it's just a question of investment. investment is time * skill * money, you can compensate one with the other.   Minimum is just one, you. There are a lot of one-man-studios that create indie games.   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.   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
  13. VB.net limitation question

    c# is another syntax for the compiler, but the same optimizations and backend. When Microsoft lost in curt, because their J++ made extensions to Java without permission, they simply created a new parser for java alike syntax for the VB compilers, called it c#. The reason why some people claim VB is slow, is because it was always slower than C++ written code, that's why it had a very bad reputation back then. Obviously, MS cannot push c# with that bad reputation, that's why they claimed things about c# and stopped talking about VB. (That's also why they had to rename the VB runtime, it was a big reason for the performance problems e.g. garbage collection. now you call it .Net). Now some think "MS says c# is just as good as c++, then it must be way faster than VB", which for technical reasons is nonsense (as explained). So, everything you can achieve and do in C#, you can do in VB. The only differences are syntax and politics, you can ignore what differences others try to find. happy coding   
  14. I'm sorry, but 11 replies and 3 of them you post about OpenCL and Spir-V, although it's really not relevant to the request for a cross platform compute solution targeting XBox and PS4. I think people don't vote you down because they dislike you, it's rather because you're off topic. I agree the down-vote is sometimes mean, because you don't know why people do it, but the point is not that you'll get used to it and continue posting. It's probably more of advantage for you if you deduce why it happens. I'd wish people would be man/women enough to always tell why they voted down, random punishment does not help or lead to anything.
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