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Nick of ZA

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  1. Thanks, @wodinoneeye.   The one thing that bothers me even more than a few missed words is the mic button. I really dislike the concept, though it's necessary for unobscured recognition and is, anyway, a staple in multiplayer gaming. One more hand / finger that has to be free to press one more button seems far from ideal... that's a big part of why I want to implement voice recognition, to avoid having to remember tons of keys and key combos.   Given that there's no other practical way (that I know of) for clear recognition, I'd rather make that sacrifice and not have to deal with menu trees which are a UI abomination... or at least do so only as a fallback measure.
  2. 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  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.
  3. Having a look now at how you encapsulate your shaders, thanks for sharing. The tutorials out there are indeed pathetic, it has to be said. It's depressing to know how many others will suffer through that stuff just to get a working shader-based app running. There are precious few good tutorials, [url="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-3:-3D-transformation-and-projection.html"]Durian Software's[/url] and [url="http://www.lighthouse3d.com/"]lighthouse3d's[/url] being some of the best. For anyone else using LWJGL, [url="http://lwjgl.blogspot.co.uk/2012/04/chapter-one-triangle.html"]this[/url] was also immensely useful. I'm learning the programmable OpenGL 2.0 ES subset of OpenGL 2.1 using VBOs, and in spite of the usefulness of this approach due to its applicability to desktop and mobile and the fact that it is "modern", it's still incredibly hard to find a single, comprehensive tutorial that foregoes all the fixed pipeline cruft. The iOS and Android tutorials don't help either, as they encapsulate too much, hiding the basic OpenGL function calls from you. I had to use a few 3.0 tutorials to help me get up to speed with 2.0; fortunately the only difference was [i]in & out [/i]vs. [i]varying [/i]in GLSL 1.5, AFAICT[i].[/i]
  4. OpenGL

    Haha, this just helped me out too. Thanks mhagain.
  5. OpenGL

    Ah, many thanks. Updated again with the multiplication order. This should allow me to proceed. I hope you have a good weekend too [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  6. OpenGL

    Hi larspensjo, Thanks for clarifying, I've updated the question by removing the reference to the "window" matrix. Also could you confirm the order then, for matrix multiplication: [source lang="java"] modelViewMatrix = viewMatrix * modelMatrix; //?? modelViewProjectionMatrix = projectionMatrix * modelViewMatrix; //??[/source] ...Assuming matrix mul() ordering is thisMatrix * otherMatrix?
  7. 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) [CODE] 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(...); [/CODE] Queries:[list=1] [*]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? [/list] Any other tips, suggestions on this structure welcome. Primary references: [url="http://www.opengl.org/wiki/Viewing_and_Transformations"]OpenGL wiki page on viewing and transformations[/url] [url="http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-3:-3D-transformation-and-projection.html"]Joe Groff's tutorial on transformation and projection[/url]
  8. [color=#333333]If I were you, I'd take the time and learn OpenGL, particularly since you're a dedicated hobbyist at this stage. Like C and C++, it's a general-purpose tool that sets you up for opportunities in different industries, if it ever interests you to do 3D programming for eg. medical visualisation or defence contracting. They say that DirectX is a short leap from OpenGL. Also, I would say you can get into GPGPU technologies like OpenCL or Nvidia CUDA more easily if you take this route. And IMO, that's where the future is: General purpose, massively parallel processing without restricted access to the bulk of system memory.[/color] [color=#333333]So that's DirectX covered under that umbrella, as well. I would favour it only slightly less than OpenGL, but that's very much a personal preference. It's still miles ahead of the remaining alternatives.[/color] [color=#333333]For the above reasons and more, I wouldn't choose XNA. I find the framework restrictive and to me at least, the architecture desicions they took don't make much sense. Yes, I know it's great to be able to deploy for Windows and XBox360 at the same time. Yes I know C# 4.0 is (let's be fair) a great language in many ways. XNA [i]may[/i] save you time. But I'd still avoid it unless I was specifically targetting the Xbox360 for a game that didn't require the degree of control that a lower level language offers.[/color] [color=#333333]To be fair, if you are not already a C or C++ programmer (you don't specify), I would certainly go the Java and OpenGL route. Notch, of Minecraft fame, has made a huge name for himself with those two technologies as an indie and I don't think that is something to sneeze at. I used Java briefly last year and in comparison to C#, it may have less modern features, but the consistency and simplicity of the core libraries are just brilliant. Java collections are an absolute pleasure, more than any other language I've worked with. And they support just about any type of collection you can think of, natively. And they're FAST.[/color] [color=#333333]You did leave out one popular option, which is Unity. This is ideal if you want a really, really fast start. The basic edition is free, and you can use DropBox for source control (since unless you pay for version control support otherwise, it can be problematic). It uses Mono C#, although not the newest version.[/color]
  9. I read this question more as, "Can checksums be guaranteed safe?" As with everything else in regards to security, it depends very much on your communications architecture and my first impulse would have been to reply, "YES" because I use authoritative client-server. Provided you're trusting the client (whether in P2P or client-server) to give you a yes/no answer to the question, "Is this valid?" then of course, like a bad child, the client can reply with any lie it deems fit. ("Did you do your homework?" -> "Yes, mom") This is a problem particularly in peer to peer, since if there is no single authoritative peer, no peer has a sound basis on which to question responses from any other peer (they are all equals). On the other hand, just as in real life, when you want to determine authenticity or at least motivations of someone you suspect might lie, you as the authority might instead ask, "What is the answer to this question?", where that question is something to which the answer is known. That's the only principle you should follow here. It's not just about checksums. Its about everything that needs to be secure in game network communications. In my current project, the server requests checksums from clients for modified terrain chunks, to see that the client has implemented only the deltas to terrain that the server has implemented, and no other deltas. Since the client and server should have identical base copies, this is simple to maintain.
  10. So, ten years since this article was written. What's the status of UDP multicast support? Still not something that its possible to take for granted, I guess.
  11. 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 [i]actually rely on [/i]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
  12. Works perfectly. Thank you again, guys.
  13. OK, how do I solve for u (AKA t) as a scalar? Solve for u in PC = PA + u*(PB-PA) u = (PC - PA) / (PB - PA) However, doesn't that result in vector division, which AFAIK is undefined? [Edited by - Nick of ZA on July 27, 2010 11:47:07 AM]
  14. Quote:P(t) = A + t * (B-A), for some [arbitrary] scalar t. Yep, that's what I meant by Quote:any point on the infinite line Makes total sense now. Before I started the thread, I wondered if this was the way to go about it, but had ruled it out (but not through experimentation -- silly me). Thanks for confirming this.
  15. Deliverance: So you are saying that in fact any point on the infinite line will satisfy the first part, then the secondary check for 0<t<1 would need to be done after that to confirm it is on the segment?