Re: Just released: C library to generate mazes

2021-02-20 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes @16:Agreed. Actually I think implementing a maze algorithm is a great exercise when learning a new language. The blog posts that I linked to in my references section contain more than enough information to implement it from scratch, for anyone

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes @14:Certainly there are plenty of maze generation algorithm implementations out there, but I could not find one that met my requirements which is why I published this one. If you're in Python, it would definitely not be your primary choice.

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes @14:Certainly there are plenty of maze generation algorithm implementations out there, but I could not find one that met my requirements which is why I published this one. If you're in Python, it would certainly not be your primary choice. But

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes @12:By default, there is no exit as such. You can either break one of the walls at the edges, or simply choose an arbitrary empty cell and mark that as the exit. If you generate the maze in the compact format, every tile is walkable but the

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes @9:You certainly don't need my permission to port the code. As per the license, you can basically do whatever you want with the code with absolutely no restrictions.As for a pull request, if you port the entire codebase, I think it's better if

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes Thanks guys for the feedback, I hope the library ends up being useful!@6:As long as you've got stdint.h, it should build everywhere. Since this is a single header, you just drop it into whatever build process you're using by defining the macro

Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Just released: C library to generate mazes Thanks guys for the feedback, I hope it ends up being useful!@6:As long as you've got stdint.h, it should build everywhere. Since this is a single header, you just drop it into whatever build process you're using by defining the macro in one

Just released: C library to generate mazes

2021-02-18 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Just released: C library to generate mazes Hi all,In case some of you are interested, I just wanted to briefly mention something that I put up on GitHub today.It is a library to generate mazes, written in C and placed in the public domain.The library implements something called the growing

Re: Good resources for getting to grips with procedural or maze generation

2021-02-18 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Good resources for getting to grips with procedural or maze generation @1:This may or may not be of use to you depending on what language you're using, but I have been working on a little library to generate mazes for a few days. When I saw your post earlier, I figured I would go ahead

Just released: C library to generate mazes

2021-02-18 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Just released: C library to generate mazes Hi all,In case some of you are interested, I just wanted to briefly mention something that I put up on GitGub today.It is a library to generate mazes, written in C and placed in the public domain.The library implements something called the growing

Re: Best audio (code) library for C?

2020-10-29 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Best audio (code) library for C? Thanks for the answers and the explanation, much appreciated. I haven't read the manual yet, but I've been keeping up to date with the repository at regular intervals. I look forward to seeing where you go with the reverb and HRTF work. I don't think

Re: Best audio (code) library for C?

2020-10-29 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Best audio (code) library for C? Thanks for the answers and the explanation, much appreciated. I haven't read the manual yet, but I've been keeping up to date with the repository on regular intervals. I look forward to seeing where you go with the reverb and HRTF work. I don't think

Re: Best audio (code) library for C?

2020-10-29 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Best audio (code) library for C? @camlorn:I have a few questions, if you don't mind.1. Is there any coloration of the sound, e.g. frequency peaks? I had that issue when I started out with my dataset and it took some work to fix.2. How well does it indicate that something is behind you?

Re: Best audio (code) library for C?

2020-10-29 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Best audio (code) library for C? @5:I am actually in a fairly similar position as you describe. I write a lot of C at work, and while I know C++ I don't enjoy it nearly as much. For my current game I am using C++ to save myself some headaches, but I do have a fondness for C and will

Re: Adjusting volume of sounds and music for games

2020-10-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Adjusting volume of sounds and music for games @1:I haven't used Audacity for years, but I happened to have it installed and I quickly verified that the following works:1. Open your file on a new track (this happens by default when you import).2. Arrow to the track.3. Press shift+g.

Re: SAPI Interrupt in Python?

2020-09-10 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: SAPI Interrupt in Python? @4:Yes, absolutely.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/569231/#p569231 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SAPI Interrupt in Python?

2020-09-09 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: SAPI Interrupt in Python? To follow up with some more explanation, the flag you want is:SPF_PURGEBEFORESPEAK    = ( 1L << 1 )To explain this notation in case you haven't come across it before, it's basically saying "take the number 1 and shift it one bit to the left". In binary, this

Re: SAPI Interrupt in Python?

2020-09-09 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: SAPI Interrupt in Python? Here is the relevant Microsoft documentation:https://docs.microsoft.com/en-us/previo … 2(v=vs.85)This bitmask would be the second argument to the speak method.In case you don't know how to find the relevant flag values, here they are. I found these in the

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer There is the general festvox documentation which gives a good overview of how to build a clustergen voice, and also how to prepare data for a new language. Generally you need your wav files, plus a file in a subdirectory of your voice's setup folder called

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer I suggest reading further into the log, as all I could see above was a redirect. However, as Camlorn says, you'll have to figure it out on your own for the most part. We can give you a gentle nudge in the right direction once in a while, but you'll have to

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer I can easily imagine that the log would become large rather quickly. However, without seeing the first actual error, there's unfortunately very little I can do to help you.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/566820/#p566820

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer Probably it didn't download and extract properly from bible.is. It is supposed to download the MP3's, decode them, and then splice. Maybe you will find more useful information further up in the log.Kind regards,Philip Bennefall URL:

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer First you have to install the Festvox tools. This includes speech_tools, Festvox, Festival, Flite, and a few other things. There is a script in the Wilderness repository which is supposed to grab all of those things for you. Clone the wilderness repository,

Re: Making a speech synthesizer

2020-09-03 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer @11:You need to run the toolchain for your specific language, and generate it on your machine. Generating one language should only take a day or so, if I remember correctly. I don't think you can download their pregenerated Flite voices anywhere. To generate

Re: Making a speech synthesizer

2020-09-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer @6:Not for now. I got most of the vowels to sound reasonable, but I didn't manage to get the arbitrary phone to phone transitions to sound quite right and I didn't have the patience to bring it to full diphone coverage. Also I only had the cascade model

Re: Making a speech synthesizer

2020-09-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer @5:Not for now. I got most of the vowels to sound reasonable, but I didn't manage to get the arbitrary phone to phone transitions to sound quite right and I didn't have the patience to bring it to full diphone coverage. Also I only had the cascade model

Re: Making a speech synthesizer

2020-09-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Making a speech synthesizer This is a bit of a long shot, but have you seen the wilderness project from CMU?http://www.festvox.org/cmu_wilderness/It's sort of a spinoff from the Festvox project. Its purpose is to produce text to speech voices automatically from datasets, with no prior

Re: file packer other than lucia's file packer

2020-08-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: file packer other than lucia's file packer Personally I use zip for my current project. It's simple but does the job well enough. There's also 7z, but I haven't spent the time to learn the pros and cons of each. There is a zip module in more or less every mainstream language out there,

Re: question about bgt network object

2020-08-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: question about bgt network object @13 Oh I know it's rampant. But I tried to do the right thing (see post 12), even though my understanding of the MIT license back then was even more rudimentary than it is now Kind regards,Philip Bennefall URL:

Re: question about bgt network object

2020-08-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: question about bgt network object @13 Oh I know it's rampant. But I tried to do the right thing (see post 12), even though my understanding of the MIT license back then was even more rudimentary than it is now Kind regards,Philip Bennefall URL:

Re: question about bgt network object

2020-08-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: question about bgt network object Apologies for the double post, but I wanted to follow up with some additional information.Looking into it a bit further, in the credits section of the BGT help file, ENet is mentioned. There is a link to the ENet project website, followed by a brief

Re: question about bgt network object

2020-08-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: question about bgt network object BGT uses ENet. I had an email conversation with the author regarding the attribution requirement back in the day. The MIT license has a bit of a legal gray area regarding binary attribution, though most people seem to agree that it *does* require it.

Re: Multiple State Menus?

2020-07-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Multiple State Menus? I had to implement something similar a little while ago. I did it in C++ so I'm not sure how it translates to Python, but I had a generic menu class and a factory. The factory would populate the menu with its options, and would use function objects (usually

Re: bgt mirror is back

2020-06-30 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: bgt mirror is back Just wanted to chime in and say that post 6 is absolutely correct. I would like to kindly request that the audiogames.net database not be updated with a permanent download link for BGT.Thanks!Kind regards,Philip Bennefall URL:

Re: BGT Download Link

2020-05-17 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: BGT Download Link Good evening,Just a heads up to let you all know that I asked the people behind the audiogame archive to remove BGT fairly recently. The reason for this is that I want to minimize its continued distribution. Since I neither intend to update nor answer any support

Re: what are data bases

2020-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: what are data bases Absolutely, transactions and error handling are a huge bonus, and is one of many reasons why I keep coming back to SqLite. I agree that rolling out a basic solution is not a hard task, and there's some added complexity when it comes to managing the SQL schema if you

Re: what are data bases

2020-05-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: what are data bases I agree with @14. SqLite is great for a lot of things. I have used it many times over the years for various projects, though never for a game - at least not yet. I'm in half a mind to try it for serialization in my next project, as I never really became friends with

Re: what is bgt file sise limmits

2020-04-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: what is bgt file sise limmits I wanted to chime in with some brief information regarding streams. The BGT audio layer was not originally written by me, it was outsourced in 2008. I found and fixed several terrible race conditions quite a few years later relating to streams, but I am

Re: what is bgt file sise limmits

2020-04-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: what is bgt file sise limmits I wanted to chime in with some brief information regarding streams. The BGT audio layer was not originally written by me, it was outsourced in 2008. I found and fixed several terrible race conditions quite a few years later relating to streams, but I am

Re: what is bgt file sise limmits

2020-04-04 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: what is bgt file sise limmits I wanted to chime in with some brief information regarding streams. The BGT audio layer was not originally written by me, it was outsourced in 2008. I found and fixed several terrible race conditions quite a few years later relating to streams, but I am

Re: twitter authorizing in BGT?

2020-03-25 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? @42:That is absolutely an important question to consider. But I think we have to differentiate between the API and the implementation in this case. If someone reimplements an API compatible engine, older games would still run. That is the only way I can see

Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? @32:Of course you can still choose to use it, that is not the point I am trying to make. My point is that there are other solutions that will do what you want, and more. Familiarity is one thing, and there's nothing wrong with using something that you are

Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? When I said check for updates, I meant the simplest possible approach where you ask the server if there is a new update and then simply redirect the user to the website. I never actually built an autoupdater with the http facilities. Hashing helps some and I

Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? When I said check for updates, I meant the simplest possible approach where you ask the server if there is a new update and then simply redirect the user to the website. I never actually built an autoupdater with the http facilities. Hashing helps some and I

Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? @19:I decided not to open source BGT because the code is old, and definitely not an example of good coding style as I was learning C++ when I began writing it in 2008 or so. Therefore it does not serve well as a learning tool, and there are better ways of

Re: twitter authorizing in BGT?

2020-03-24 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? @14:In order to avoid going off topic, I'll be brief. I have no desire to revive BGT, nor to invent a programming language. This decision was taken a long time ago, and it will not change. I'm sorry. As I have said many times in other topics, there are a lot

Re: twitter authorizing in BGT?

2020-03-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: twitter authorizing in BGT? I just stumbled upon this topic and I wanted to clear things up. BGT did not have https support. Back when I implemented it, I wanted a quick solution for basic tasks like checking for updates and similar features. I did not want to ship OpenSSL because of

Re: Gauging interest in another 3d audio project

2020-02-22 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project There's dr_wav, dr_mp3 and dr_flac from the same author as miniaudio.https://github.com/mackron/dr_libs/Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/503341/#p503341 -- Audiogames-reflector mailing list

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project Thanks for that! I'll check it out next time I dive back into the HRTF stuff; right now I'm a bit swamped with other things and my existing implementation works well enough for my needs at the moment. Though as I say, I need to profile it

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project Thanks for that! I'll check it out next time I dive back into the HRTF stuff; right now I'm a bit swamped with other things and my existing implementation works well enough for my needs at the moment. Though as I say, I need to profile it

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project @26 Yeah, I ended up equalizing by hand. It took hours, and it hurt. A lot. The format took some figuring out. I ended up converting it to tables in C, and it worked well even though the resulting file is a couple of megabytes.Kind

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project @16:I use the public domain CIPIC HRTF database found at https://www.ece.ucdavis.edu/cipic/spati … hrtf-data/I use the special kemar dataset, which has 5 degree intervals. I snap between them, with a very brief crossfade. This obviously

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project @12 Thank you for the references, I'll have to read up on that when I have some time. My convolution based approach uses slightly larger impulses (200 frames) since that's what the dataset contained, but if I can reduce that without

Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project @12 Thank you for the references, I'll have to read up on that when I have some time. My convolution based approach uses slightly larger impulses (200 frames) since that's what the dataset contained, but if I can reduce that without

Re: Gauging interest in another 3d audio project

2020-02-20 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Gauging interest in another 3d audio project @1:Welcome back!Personally I am very interested in a liberally licensed HRTF solution. A couple of months ago I implemented HRTF as part of my slowly evolving game framework, but I am not at all sure whether my implementation will scale.

Re: C input?

2020-02-08 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: C input? How about taking a pointer to the integer as an argument, and simply returning true or false from the function to indicate the outcome? If you actually return a pointer from the function, you'll have to start using malloc and free for a task where it is not needed. If you use

Re: Python how to get the raw audio data from SAPI?

2020-02-07 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? Most of the Microsoft voices have some lag, actually. This includes the Windows 10 voices.As for the event, I haven't investigated that. I might look into it when I revisit my Sapi backend at some point. However, while I don't like the

Re: Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? BGT uses DirectSound. In my new engine, I am using Wasapi on Windows, CoreAudio on Mac and so on.Congratulations on getting this to work!Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/499186/#p499186 --

Re: Python how to get the raw audio data from SAPI?

2020-02-06 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Python how to get the raw audio data from SAPI? I had the same issue, and the only solution I found was to create a new stream each time. It seems to be a relatively light operation though, at least it has not caused me any trouble thus far.BTW, beware of SAPI's horrible resampler. I

Re: sound positioning formula

2020-02-05 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: sound positioning formula For a single dimension, you'd just want pan and possibly some volume based on distance.Let's say your panning is between -1.0 and 1.0, you figure out the difference between the player and the object in question, multiply by a factor depending on how much you

Re: sound positioning formula

2020-02-05 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: sound positioning formula For a single dimension, you'd just want pan and possibly some volume based on distance.Let's say your panning is between -1.0 and 1.0, you figure out the difference between the player and the object in question, multiply by a factor depending on how much you

Re: Interfacing with screen readers through programming languages

2020-02-02 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interfacing with screen readers through programming languages @12 Are you aware that there is already screen reader support in BGT? They are separate functions rather than a class. Also, there is a Sapi backend. It's outdated, but it works reasonably well.Kind regards,Philip Bennefall

Re: Interfacing with screen readers through programming languages

2020-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interfacing with screen readers through programming languages Honestly I don't have any experience with Python, so I'm not really the right person to answer you. I write in C and C++, with a strong preference for C.Kind regards,Philip Bennefall URL:

Re: Interfacing with screen readers through programming languages

2020-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interfacing with screen readers through programming languages I'm not sure if Tolk supports retrieving the audio samples. If it doesn't, you will need to implement your own Sapi layer instead of using Tolk for that part. If you are just starting out with coding, this might not be

Re: Interfacing with screen readers through programming languages

2020-02-01 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Interfacing with screen readers through programming languages @4 Yes. If you are prepared to dig a little deeper into Sapi, what I personally do is to get the raw sample stream into a memory buffer and then trim the silence from the beginning. You can do this by simply removing all 0's

Re: Analgorithmic problem I would like to know to solve

2020-01-23 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Analgorithmic problem I would like to know to solve Sounds like you are looking for something like the Levenshtein distance algorithm.https://en.wikipedia.org/wiki/Levenshtein_distanceKind regards,Philip Bennefall URL: https://forum.audiogames.net/post/495137/#p495137 --

Re: making fps in bgt?

2020-01-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: making fps in bgt? @5 I have never seen that code, but certainly it is an option. However, there is a lot more to a fully fledged physics library than rotation. That's why I don't think it will offer a long-term solution that will scale.Bullet3d has bindings for several other languages

Re: making fps in bgt?

2020-01-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: making fps in bgt? While it is perfectly possible to make an FPS in BGT, might I recommend you look at other options? BGT has no built-in math primitives for simple construction of FPS titles, so you will have to do a lot of the groundwork yourself. In other languages you have ready to

Re: Encryption Protocol for Game Network Traffic

2019-12-18 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic For those interested, I just updated my protocol in post 1 to reflect the changes discussed.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/486560/#p486560 -- Audiogames-reflector mailing list

Re: Survey of cross-platform spatial audio libraries

2019-12-18 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Survey of cross-platform spatial audio libraries If you want a ready made solution, I would go with either one of the suggestions made above. But if you're like me and want to have a crack at rolling your own, the solution that worked for me was HRTF via partitioned convolution.

Re: Encryption Protocol for Game Network Traffic

2019-12-17 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic @5 I have taken a second, even deeper dive into monocypher and I think I can switch to it without too much trouble. Using the low level primitives is something I would avoid regardless of what library I am using, so that was never my

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic Sorry for the double post, but I would like to correct myself. I just double checked and I see that sha512 is indeed used by tls 1.3, but *only* for the RSA certificate signature scheme. The ChaCha20 poly1305 suite uses sha256. So I will

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic Sorry for the double post, but I would like to add something. I just double checked and I see that sha512 is indeed used by tls 1.3, but *only* for the RSA certificate signature scheme. The ChaCha20 poly1305 suite uses sha256. So I will

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux That's what I was afraid of. it is not impossible, though. Flite from CMU is pretty lightweight and the newer Clustergen voices are of reasonable quality. I'll think about it, for sure.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/486033/#p486033

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic First, thanks for the response! To address your first point, OpenSSL is not installed by default on Windows, which is my primary operating system. I listed some reasons why I don't want to use OpenSSL in the beginning of the post.As a matter

Re: Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Encryption Protocol for Game Network Traffic First, thanks for the response! To address your first point, OpenSSL is not installed by default on Windows, which is my primary operating system. I listed some reasons why I don't want to use OpenSSL in the beginning of the post.As a matter

Encryption Protocol for Game Network Traffic

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Encryption Protocol for Game Network Traffic For the last little while, I have been doing research into how to do encryption properly for networked traffic in my future games. I could use OpenSSL/tls and call it a day, but I wanted to roll my own for a few reasons:1. OpenSSL is a large

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux The only thing I have not figured out yet is the speech synthesis part. I need to send the audio to a memory buffer, not just play it through the default method that the particular speech engine happens to provide. I have this working on Windows and I found some sources

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux @13 The project I am working on at the moment is not an open source library, it is something very different and will be closed source. My making an open source game in the future is not out of the question, but is not in the pipeline as of yet.Kind regards,Philip

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux It looks like an interesting framework, though I have already spent a fair bit of time building up my own from scratch to suit my specific needs, so I think I will continue down that road for now. But I have no doubt this would be very useful for someone who wants to

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux In my current framework, building for Linux is a no-brainer since I wrote it with cross platform support in mind from the start. Do we have any statistics on how many blind people use Linux as their primary OS?Kind regards,Philip Bennefall URL:

Re: Games for Linux

2019-12-16 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Games for Linux In my current framework, building for Linux is a no-brainer since I built it with cross platform support in mind from the start. Do we have any statistics on how many blind people use Linux as their primary OS?Kind regards,Philip Bennefall URL:

Re: the best way to make random events happen in my python game?

2019-12-12 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: the best way to make random events happen in my python game? For chess and other so called "perfect information" board games, minimax used to be the most common approach plus a bunch of fancy additions. But nowadays, neural networks have shown to be far superior for such tasks, where

Re: Reliability of packets?

2019-11-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? @15 No, BGT does not use TCP in the network object. It is a thin wrapper around ENet. ENet implements the connection/handshake on top of UDP.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/476850/#p476850 -- Audiogames-reflector

Re: Reliability of packets?

2019-11-15 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? @10 The terms unreliable and reliable packets used in the BGT documentation came from the ENet library which is used under the hood. ENet uses those terms to distinguish between the pieces of data that had to be acknowledged and those that did not. Here's a

Re: Reliability of packets?

2019-11-14 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Reliability of packets? The TCP vs UDP debate has been going on in the game development community for as long as the Internet has been used for gaming. Here is an interesting article on the subject.http://ithare.com/64-network-dos-and-do … dp-debate/It is part of a series, all of which

Re: A question for developers About something I want to Attempt to create

2019-10-31 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: A question for developers About something I want to Attempt to create Good morning,I just wanted to jump in since you mentioned my name; thanks for the complement, by the way.First, I did not write the actual language used by BGT. BGT used a scripting engine called AngelScript, from

Re: Blastbay Studios Open Source Libraries

2019-10-30 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @62 Definitely a good idea. Though my own personal focus is more on C and C++, so I don't think I'll start cranking out _javascript_ libraries any time soon. Then again, one can always use Emscripten to convert C and C++ code to LLVM bytecode and

Re: Blastbay Studios Open Source Libraries

2019-10-29 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @60 Right, it will look very similar to the signature you wrote. I have figured out how streaming convolution is done in theory now, but I haven't had time to implement it yet because I work full time during the weeks. Come the weekend, I will

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @57 A general library for convolution, plus higher level wrappers for HRTF is what I want to achieve in the end. I just have to iron out the details of how to do real-time convolution, which is not a trivial task. I'm working on it as we

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries It turns out that I can't use the one-shot interface directly. Running the convolution on 10 seconds of audio with a latency of 256 frames took about 84 seconds, so I definitely need to think of a different approach for streaming.Kind

Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @53 That's the part I am investigating at the moment. The easiest and most natural way would be to simply use the one-shot interface and then overlap the results, but I don't know if it will be fast enough. There is a tradeoff between latency and

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @50 You are absolutely right, it's in no way wrong to release code with a disclaimer. I just do not want to do so for various reasons that I have tried to outline. I personally would not use code from a developer if it has such a disclaimer, but

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries For those who are curious, here's a sample of how it sounds.I used a simple mono recording of speech as my data. Note that I have a cold so I only sound half human.https://www.dropbox.com/s/nxn8iqqy3tpqg … h.wav?dl=1And here is the impulse; a free

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @46 I already made such a shell, that's what I am using to test my implementation. Right now it does the whole convolution in one step, so I still need to implement streaming. But the output sounds just like Acoustic Mirror from Sony, which makes

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @44 That would be useful indeed, and I'll definitely think about it, but it's a bit outside my experience at the moment so I would have to do a bunch of research before I would be ready to take on something like that.@42 I'm delighted to say that

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @41 The combinations stuff is taken from an old boost header-only library that I think is no longer available. It was online for a while but I can't find it anymore. It was never actually accepted into boost, only proposed for review.As for

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @39 I agree with you 100%, and that's why I started this topic in the first place. To be clear, I will not be publishing these parts from the BGT codebase as they are not particularly well written. Instead, I am rewriting them piece by piece to be

Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @36 If I state in the readme that I will not have anything to do with the project pretty much, and that it is not a good idea to learn from it, then I don't see the project serving any purpose. I don't see what motivation there would be for

Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers room : philip_bennefall via Audiogames-reflector
Re: Blastbay Studios Open Source Libraries @34 Of course it is on them if they want to lern from it, but many new developers may not actually be able to tell which parts are terrible and which ones that are reasonable. And there is also another important point, which is that I don't want

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