Microsoft knows how to make a good API but there very slow with improvements.
[QUOTE=neos300;37415976]I've only done a little bit of win32 GUI programming, but so far I still think Xlib is a lot better.[/QUOTE]
Are you suggesting that anyone should actually write Xlib/Win32 UI code?
Finally got an example module up and running as expected.
Here's some sample code:
[cpp]
void Example::initialize(IFrigg *frigg)
{
Wrapper W(frigg);
WRule rule = W.R(L"Greeting", Flow::RuleAttributes(Flow::TopLevel | Flow::Active));
WState state = W.S();
rule >> W.T(L"Hello", L"Greeting") >> state;
rule >> W.T(L"Hi", L"Greeting") >> state;
state >> W.D(L"name", 2) >> W.S() >> W.T(L"how are you");
frigg->getGrammar()->addRule(rule.core);
frigg->getGrammar()->setRuleState(L"Greeting", Speech::RuleState::Active);
frigg->getVoice()->speak(L"Example module initialized");
}
[/cpp]
When the module is loaded, a "rule" is added to the grammar of the Frigg application. What this means is that the speech recognition engine will try to match your rule, and spit out an "Event" if it picks up on it.
I handle that event and process it into something that doesn't involve 2-dimensional lists of SPPHRASEPROPERTY structures.
The output of the example code above, when saying "Hello my friend, how are you?", is a map<wstring, wstring>, that when printed gives you something like this:
[code]
Greeting: Hello
name: my friend
#how are you:
[/code]
The hash-tag at the beginning of the last entry indicates that it is just a spoken text component, and not an actual option like the other ones. It can be used to see which path the speech engine chose for the input.
The other two values are key-value pairs, the first one shows which greeting the user started the sentence with (can be either "Hi" or "Hello"), and the second one shows the result of the 2-word dictation transition labelled "name". The dictation transition is completely free-form, and the only limitation is the number of words spoken there. This limit can be increased to allow longer sentences to be spoken.
So far so good!
Left: An electron micrograph of a rat's visual cortex. Right: Tracing of cell contours.
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/results1.png[/IMG]
Left: An electron micrograph of the brain of a fruit fly. Right: Tracing of cell contours.
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/results2.png[/IMG]
[QUOTE=Nigey Nige;37414504]Does... does anyone want to remake Spore with the 2005 demo features? I've been watching gameplay videos and it's making me want to cry.[/QUOTE]
I want to play the chemical stage they had planned. You'd start off as an atom and build the parts required for a single celled organism.
[QUOTE=Eudoxia;37416689]Left: An electron micrograph of a rat's visual cortex. Right: Tracing of cell contours.
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/results1.png[/IMG]
Left: An electron micrograph of the brain of a fruit fly. Right: Tracing of cell contours.
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/results2.png[/IMG][/QUOTE]
[url=http://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/]can be useful[/url]
[QUOTE=vombatus;37416834][url=http://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/]can be useful[/url][/QUOTE]
I'm not interested in generating random colors, I just want to extract connectivity from stacks of electron micrographs.
[QUOTE=Eudoxia;37416873]I'm not interested in generating random colors, I just want to extract connectivity from stacks of electron micrographs.[/QUOTE]
I think he means so that the visual representation doesn't end up with adjacent cells with very similar colors, which is happening currently.
Wait, I didn't notice any conversation about it here but all of you [B]are[/B] aware that [url=http://www.flipcode.com/]Flipcode is sort-of back, right[/url]?
(I presume I'm late, but regardless)
[QUOTE=Socram;37417641]I think he means so that the visual representation doesn't end up with adjacent cells with very similar colors, which is happening currently.[/QUOTE]
Oh, that's certainly useful then.
[img]http://niggaupload.com/images/jqp1.gif[/img]
Finished the hoe item for the most part, it's not tile based which i think could be cool as you could tuck it in places close to hard surfaces.
[QUOTE=Parakon;37417866][img]http://niggaupload.com/images/jqp1.gif[/img]
Finished the hoe item for the most part, it's not tile based which i think could be cool as you could tuck it in places close to hard surfaces.[/QUOTE]
Your animations are lovely.
[QUOTE=Parakon;37417866]Finished the hoe item for the most part, it's not tile based which i think could be cool as you could tuck it in places close to hard surfaces.[/QUOTE]
Insufficient bears. :|
[QUOTE=Parakon;37417866][img]http://niggaupload.com/images/jqp1.gif[/img]
Finished the hoe item for the most part, it's not tile based which i think could be cool as you could tuck it in places close to hard surfaces.[/QUOTE]
The game is looking great, but in my opinion, from both a visual/aesthetic and realism (because I know thats what you're going for with the pooping) angle, the hoeing animation should play maybe 2 or 3 times in the span of time it takes to hoe a tile. Right now it feels very sluggish and awkward to me.
[QUOTE=Asgard;37417920]Your animations are lovely.[/QUOTE]
Thanks, flash makes animation a breeze
[QUOTE=Socram;37418024]The game is looking great, but in my opinion, from both a visual/aesthetic and realism (because I know thats what you're going for with the pooping) angle, the hoeing animation should play maybe 2 or 3 times in the span of time it takes to hoe a tile. Right now it feels very sluggish and awkward to me.[/QUOTE]
I agree, i'll probably have it so the player has to hit the tile 2-3 times with the hoe with some visual representation.
[QUOTE=voodooattack;37417963]Insufficient bears. :|[/QUOTE]
He's just waiting until he can truly ruin someone's day.
With my thing, unfortunately only 1208925819614629174706176 people can get an API key before I run out.
[QUOTE=Amiga OS;37418047]I'm taking a crash course in C. It's my first low-level language, well compiled language for that matter.
I wrote a clock!
[img]http://puu.sh/Z4bI[/img][/QUOTE]
What're the newest and oldest things in that room?
I have a [URL="http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12851"]Ludum Dare Submission[/URL] called "@#$% Life! I'm the god damn SUN".
It's pretty neat. I got a [URL="http://www.youtube.com/watch?v=NP2OhbwBMuI"]timelapse[/URL] and it has a nifty soundtrack.
You can play it [URL="https://dl.dropbox.com/u/21499454/Games/%40%23%24%25%20LIFE%3B%20I%27m%20the%20god%20damn%20sun/builds/final/index.html"]here[/URL] if you like!
I might make a gameplay video later, as well. Let me know what you guys think and where I can improve.
[QUOTE=Amiga OS;37418597]newest thing is my PC, the oldest would probably be my set of Celestion ditton 15XR speakers from the mid 70's, you can see one of them on the right.
Everything else sits in the range between.
Commodore 64, Atari 800XL, Vectrex, Dragon 32, Commodore Amiga 1200.[/QUOTE]
I'm assuming the beige suitcase isn't your main PC, or have you gutted it and put something faster than 6MHz in the carcass and then popped an emulator over the top?
I also have a ludum dare submission :P
[url]http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11189[/url]
It's got a major input bug so it stops recognising clicks after a while. HAVE FUN
[img]http://puu.sh/Z4MJ[/img]
Gameplay video of Pentomino Puzzle. Includes cats.
[media]http://www.youtube.com/watch?v=KIu1X0bi2t4[/media]
[QUOTE=Mr Kirill;37419108]Gameplay video of Pentomino Puzzle. Includes cats.
[media]http://www.youtube.com/watch?v=KIu1X0bi2t4[/media][/QUOTE]
The music is fucking sweet.
[QUOTE=Jalict;37419284]The music is fucking sweet.[/QUOTE]
Glad you liked it, took me a few hours to find a suitable track for the game.
The music is written by Grillpie, an artist on Newgrounds, you can find that specific track [url="http://www.newgrounds.com/audio/listen/421900"]here[/url].
And my Ludum Dare game (prototype) is [B]done[/B]!
Ladies and gentlemen, may I present: [url=http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11248]Azyle[/url]!
[QUOTE=Mr Kirill;37419108]Gameplay video of Pentomino Puzzle. Includes cats.
[media]http://www.youtube.com/watch?v=KIu1X0bi2t4[/media][/QUOTE]
You should gray out the shapes when their counter hits zero, so it's easy at a glance to tell what shapes you have left. It would be nice for on-screen buttons to rotate shapes too, so that it can be played with just a mouse. The last suggestion would be some sort of confirmation before giving away the solution, or a multi-step solution (Eg; 3 hints, the first hint only shows 5/25 pieces, second hint shows 10/25, etc.)
[QUOTE=Lord Ned;37419479]You should gray out the shapes when their counter hits zero, so it's easy at a glance to tell what shapes you have left. It would be nice for on-screen buttons to rotate shapes too, so that it can be played with just a mouse. The last suggestion would be some sort of confirmation before giving away the solution, or a multi-step solution (Eg; 3 hints, the first hint only shows 5/25 pieces, second hint shows 10/25, etc.)[/QUOTE]
Graying out non existent shapes is a great idea. I might implement the rotation thing, but the player would still need to use Spacebar to flip the shape. I'll probably add a confirmation alert before displaying the solution.
Thanks for the suggestions!
I couldn't do ludum dare cause I was on vacation to see relatives.
GER DAMNIT GRANMA
Is VS2012 worth the upgrade for C++ development?
Or would just getting VAX be better?
[QUOTE=Richy19;37420037]Is VS2012 worth the upgrade for C++ development?[/QUOTE]
That depends on what you need for VS. If you're just doing general C++ development and just like the project structure and intellisense, then the answer is no.
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