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About Basic

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  1. [Solution] Correct! The solution was to just run SAPI function in a new thread. I'm not positive this is the best implementation, but it worked well enough for a small Demo.
  2. Hello, I am currently trying to make use of the SAPI program for a lip sync animation on a human head. At the moment, I am able to animate the figure by using different blend shapes for the mouth, so the easy part is down. However, I have not been able to figure out how to use the SAPI API in realtime in graphical applications. Currently I have this in my main glut loop to test the speech interface hr = CoCreateInstance(CLSID_SpVoice, NULL, CLSCTX_ALL, IID_ISpVoice, (void **)&pVoice); hr = pVoice->Speak(L"Microsoft Speech A P I Initiated", SPF_ASYNC, NULL); hr = pVoice->Release(); pVoice = NULL; What kind of properties should I be looking at with the Speech API in order to do some work with real time lip sync? The accuracy of the lips are not so important right now(visemes, phonemes, etc.), it's more important that when a line of text is read I can interact with my characters geometry in realtime during the speech. Any good examples out there? Thanks for your help.
  3. Basic

    OGL Volume Render

    Hi SuperVGA, Thank you for your responses. I have obtained some volumes in .raw format from the website, thank you. I think what I want to do is define a bounding box with planes and raycast inside. I definitely do want to texture map the slices, as long as I can do it in glsl(or CUDA eventually). Eventually what I would like to do is build the volume from quads, and then subdivided them into separate bricks to allow for different levels of detail. Hi h3nr1x, Thank you for your example on using 3D textures. I think I will try with 3D textures and your shader first for my volume, and then I will try to see what optimizations I can make. Thanks, basic
  4. Hi Guys, I am trying to build a simple volume render in openGL. The purpose is for an independent research project for school, and eventually I'd like to look into doing some volume rendering with CUDA(I have seen some neat samples already). I am having trouble getting started programming however. I think I believe I know how to go about generating the volume, but I'm not completely aware of how to apply these concepts to openGL. So the process as I see it is: 1.) Load some raw data holding the volume information 2.) Grab out the volume data and divide it up into slices of planes(x, y, z axis). 3.) Cast rays out from camera persepctive, and march through each slice to build the objects geometry. As far as implementation with OpenGL, are 3D textures for each of my slices the way to go? I have not ever used them, but if this is the solution I will do further research. Thanks for your help, basic Note: Some sources I have already checked out Graphics Runner Volume Rendering 101 - http://graphicsrunner.blogspot.com/2009/01/volume-rendering-101.html Peter Triers Blog - http://www.daimi.au.dk/~trier/?page_id=98
  5. Basic

    My new website www.poopoogamer.com

    I will also not click.
  6. Hmm, perhaps I will take another look at SDL and take into consideration SFML. Heh, otherwise the alternative is building exactly what I need though Win API. :( Thanks for the suggestions guys. :)
  7. Hello, I've learned opengl by using glut, but am now getting ready to work on some real projects for university research. I'm looking for a lightweight(So that rules out SDL) library that can just handle windowing, mouse input, and maybe menu bars. GLUT is outdated, but what about the alternatives: freeglut, openglut, glfw, etc. Which are best maintained, open sourced, and being used in commercial grade software. Thanks, Basic
  8. Basic

    [C++] Text File Parser

    Oh true, I neglected the spaces in the company name. Absolutely, to make up for that, what you would want to do is have a special case where once one set of quotation marks(") is found, go into a loop and build a token until a second quotation mark is found. :)
  9. Basic

    [C++] Text File Parser

    You likely don't even need boost. C++'s string commands should be enough to get you started. Basically, what you'll want to do is 1.) Read in a line as a string 2.) Loop through every character until you find a space(your delimiter character) 3.) Once you have found this space, smash all the characters that you have currently(so from position 0 to say position 7, if you have read in 7 characters) and this is your first token. 4.) Store this token in a vector of strings. 5.) Continue doing this until you reach the end of the line, and repeat the process. You now know that inside your vector, the first string is the Symbol, the second is the Name, third thing is Last, fourth PrevClos, etc. So ideally, here's what is going on. Read in the string: GOOG "Google Inc" 414.40 410.39 409.58 417.37 408.70 2929559 3023400 30.29 token 1 = GOOG token 2 = "Google Inc" token 3 = 414.40 token 4 = 410.39 (etc. for all the tokens) So your vector<string> YOURdata "vector of strings" looks like this. YOURdata[0]=GOOG YOURdata[1]="Google Inc" YOURdata[2]=414.40 YOURdata[3]=410.39 Now you can access all of this data straight from the vector as you need it. You could make this vector of strings a data member of a class, and further perform operations on it. Hope this explanation helps.
  10. I'm going to go ahead and lean towards getting the software engineering degree. I think it will be more flexible in the end if you change your mind as to what you want to do in four years as well. With math if you don't make it into the game industry, your two main options are to teach or possibly research. Most engineering degrees will indeed include an intensive math curriculum anyway. If possible though, perhaps dual major and try to get two degrees at once. Another thing I see quite often from graphics programmers, is for people to minor in computer science or in math, and obtain a BS in the other degree. Or(and this is a big "or"), if you want to go the grad school route, you would probably want to get a BS in computer science, and then go to grad school for something specialized focusing on linear algebra type mathematics. Definitely contact your school and see what they recommend though(I'm not a college adviser by any means). I myself, am currently studying Computer Science and Engineering with hopes to become a graphics programmer. The thing that is going to matter the most though, when it comes time to interview, is to have a showcase of graphics programs you've previously made. So in the end, choose what you love most, and then keep hustling to put together graphics demos and you are less likely to worry about which degree is the best I suppose.
  11. Basic

    How do Flash and JavaApps work?

    Sorry to double post, but I think this is what I am interested in. http://arstechnica.com/software/news/2009/04/google-releases-3d-graphics-plugin-for-browsers.ars
  12. Basic

    How do Flash and JavaApps work?

    Interesting, so basically ActiveX and firefox plugins are just making calls to whatever API, and then rendering them into some canvas on the browser. Or in the case of Java Apps, the applet is making a call to the java runtime and then that does the work from there.
  13. Basic

    How do Flash and JavaApps work?

    Okay, so if I understand correctly ActiveX is a control that can be loaded by a browser. The ActiveX control itself can then make calls to APIs such as OpenGL and DirectX? So I also briefly also looked into the Gecko API. If I am correct, Gecko is a crossbrowser(thus crossplatform) control that can be used to render OpenGL and DirectX? So is this how Adobe made Flash and JavaApps work? They have used either ActiveX, Gecko(or Shockwave even?) as a control that can be rendered in a browser, and then wrote the rest in OpenGL/DirectX for hardware acceleration?
  14. I am curious to get into tool development, and am intrigued by how Flash and JavaApps work. How do these tools allow you to use 3D hardware accelerated graphics in just a web browser? Where can I learn more about how Flash, JavaApps and similar tools are developed? (I can't find anything on google) Is it similar to an exe, where there is just some format that these APIs must be compiled down into? Does OpenGL ES have anything to do with these tools for 3D web development? Thanks for any help, I hope this is a good question. I will continue searching google, but I welcome any links(This stuff is hard to find).
  15. Hello all, I've got a rather strange problem, I am building a compiler for an assembly language. I am in search of a listing of as many possible errors that could be thrown in an assembly language. I want to be able to make an enumeration of these error messages, so I can build them into a table for my simple compiler. Does anyone know of any good open-source assembly compilers, or other resources with big error messages? For example: #define DIVIDE_BY_ZERO 1 #define MISSING_PARENTHESIS 2 #define MISSING_PARAMETER 3 #define UNKNOWN_OP 4 . . . I think designing it this way will help me have a nice flexible listing for error messages as I discover them, and can then build a table of errors as they are encountered to report back to the user. Thanks for any help
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