Re: determining when screen readers have stopped speaking
Wait so how does sound rts do it? I vaguely remember just editing an ini file to get it to work with NVDA.
URL: http://forum.audiogames.net/viewtopic.php?pid=244741#p244741
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determining when screen readers have stopped speaking
Is there any way of doing this? Its important for me to do so to do things like timing the playback of sounds to speech etc.
URL: http://forum.audiogames.net/viewtopic.php?pid=244507#p244507
Re: determining when screen readers have stopped speaking
@CAE_Jones: ah. do you have any figures I could use? Or would you read out a string of text, and get the player to do something when the string finishes speaking. Based on that, you calculate an average time to speak a word
Re: determining when screen readers have stopped speaking
It doesn't. The only screen reader that it supports for querying if its still speaking is sapi5. For NVDA for instance, its hard coded to return false (not speaking).
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Re: determining when screen readers have stopped speaking
It doesn't. The only screen reader that it supports for querying if its still speaking is sapi5. For NVDA for instance, its hard coded to return false (not speaking).Hm, its been years since I've played entombed, but if I'm not
Re: How to create pygame menus
I vaguely remember giving up on using jaws entirely for sound rts and just using NVDA. I'm even considering not supporting jaws in any non-bgt games that I write. I looked up the keyboard hook functions, didn't understand the Microsoft documentation on them.
Re: garbage collection in bgt
This reminds me of what I have to manage different scenes. Each menu or UI screen is a scene. I have a stack of scenes, and the top of the stack would be the current scene that receives calls to onUpdate. The top scene also indicates what types of transitions
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be
Re: garbage collection in bgt
Yup, am hoping to avoid having to cache anything. Will look up the publish subscribe pattern. I am familiar with big O notation; you're probably right that I may be worrying a bit too much on performance. Maybe instead of trying to make things faster by having
Re: garbage collection in bgt
Yes, I hope to avoid this thread turning into a flame war as well. Doing that with no third-party libraries to assist in the task sounds pretty painful. I've actually been contemplating leaving bgt ever since I tried implementing the entity system. Doing it
Re: garbage collection in bgt
One thing that I noticed in bgt compared to mainstream games, is that some things can pause the execution of the entire game. For example, dynamic_menu.run pauses the game until you pick an option. I don't see this sort of thing in sighted games usually. How
Re: garbage collection in bgt
I think I've narrowed it down to the class that's causing it, unfortunately, its the most frequently used object in the game. I can't figure out how it could cause a circular reference though.The entity class represents a game object, and components define the
Re: garbage collection in bgt
I'll bite; how much effort is required to do that, and what would it involve?
URL: http://forum.audiogames.net/viewtopic.php?pid=242802#p242802
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Re: garbage collection in bgt
Entities hold a reference to the entity manager. Some components have Entity data members. The entity variables in component classes are not references, but copies of the actual entity object. Manager does have references to the components it manages.
garbage collection in bgt
Hi,While running the profiler provided by BGT, I got the following warning:On 4 occasions during the execution of your script, the garbage collector had accumulated so much content so that it was forced to run a complete cycleto prevent an overflow. My script ran
serialization and deserialization in bgt
Hi,I'm trying to figure out how to do serialization/deserialization in BGT. I've found 2 approaches to doing so: the built-in serialization methods in BGT, and using a user data class that someone on the BGT forum wrote in an attempt to automate the
serialization and deserialization in bgt
Hi,I'm trying to figure out how to do serialization/deserialization in BGT. I've found 2 approaches to doing so: the built-in serialization methods in BGT, and using a user data class that someone on the BGT forum wrote in an attempt to automate the
Re: serialization and deserialization in bgt
So if I wanted to store multiple arrays, each array could contain 0 to any number of objects, and each array has a different type of object, how would I go about doing it?The only thing I can come up with is to do the following:for each array,
Re: serialization and deserialization in bgt
Oh i didn't know that bgt dictionaries allowed mapping of string keys to arbitrary values. The string separation approach sounds risky, because if the serialized data has that string at any point, things will go very wrong.I think it allowing
garbage collection in bgt
Hi,While running the profiler provided by BGT, I got the following warning:On 4 occasions during the execution of your script, the garbage collector had accumulated so much content so that it was forced to run a complete cycle to prevent an overflow. My script ran
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