I got binding to dictionary entries that are compicated objects themselves working yesss
Also, I'm gonna give you guys a write-up/explanation of everything I've learned in my foundations of gamedev course, for free instead of having to go to a university. I don't think I can post the readings but I can make a book list so you guys can search them out on your own, and I'll write up summaries of the content
It'll cover resources, links, graphical logics, and a bunch of smaller concepts. Basically a condensed version of the course.
I'll post it as its own thread and answer any questions you guys have on the material, around late June
[QUOTE=PelPix123;47640828][media]http://soundcloud.com/kaybeccab/the-lark[/media][/QUOTE]
can you play this for us:
[media]http://www.youtube.com/watch?v=7qDTRq-FhKQ[/media]
I wrote a solver for [URL="http://store.steampowered.com/app/286380/"]Strata[/URL]. I also [URL="http://ghost.kirk.by/solving-strata/"]wrote an article[/URL] detailing how it works.
[IMG]http://will.kirk.by/blog-img/strata/solver.png[/IMG]
Play a real song, please. How about flight of the bumblebees?
[QUOTE=Map in a box;47643000]can you play this for us:
[media]http://www.youtube.com/watch?v=7qDTRq-FhKQ[/media][/QUOTE]
I await the day that some child prodigy records a live cover of this exact video.
[I]"They call him Centipede Hands..."[/I]
[QUOTE=Map in a box;47643000]can you play this for us:
[media]http://www.youtube.com/watch?v=7qDTRq-FhKQ[/media][/QUOTE]
this sounds like someone recorded a decent song and then played it back as he smashed his face on the keys.
[QUOTE=PelPix123;47643308]I can't find the midi :v: I'm rendering Circus Galop right now.
[media]http://soundcloud.com/kaybeccab/circus-galop[/media]
[editline]2nd May 2015[/editline]
I want to record my own samples so this can truly be mine. I have some novel ideas for the sampling too. It'll only get better from here.[/QUOTE]
I am really interested in this, you said this was non algorithmic, do you have a blog post or a previous post somewhere explaining what you are doing because this is really cool !
[QUOTE=PelPix123;47643308]I can't find the midi :v: I'm rendering Circus Galop right now.
[media]http://soundcloud.com/kaybeccab/circus-galop[/media]
[editline]2nd May 2015[/editline]
I want to record my own samples so this can truly be mine. I have some novel ideas for the sampling too. It'll only get better from here.[/QUOTE]
I couldn't find the midi for that particular video, but [URL="https://drive.google.com/file/d/0B-jbdgbiY_-YWF9SVlVTbVRNZ3M/view"]here's one I found with 9.7 million notes[/URL].
[QUOTE=andrewmcwatters;47640986]beyond ratings, it sounds just like someone is playing the lark
are you messing with us?[/QUOTE]
It sounds like a piano but I wouldn't say it sounds human.
Normally if someone makes music, no matter how good they are, they always add tiny bits of modulation / meaningful errors to the performance.
In this case it seems the MIDIs are either constructed or there was information lost somewhere on the way, so the results have extremely precise "playing".
Of course the modulation can be replicated, but I don't think I've seen it done algorithmically at all so far. The better Vocaloid songs have [I]a lot[/I] of tweaking to add it.
(I personally prefer live or unplugged recordings to studio ones, because they usually aren't as filtered. The demos here, while beautiful, feel a bit cold and robotic to me at the same time.)
[QUOTE=Tamschi;47643794]It sounds like a piano but I wouldn't say it sounds human.
Normally if someone makes music, no matter how good they are, they always add tiny bits of modulation / meaningful errors to the performance.
In this case it seems the MIDIs are either constructed or there was information lost somewhere on the way, so the results have extremely precise "playing".
Of course the modulation can be replicated, but I don't think I've seen it done algorithmically at all so far. The better Vocaloid songs have [I]a lot[/I] of tweaking to add it.
(I personally prefer live or unplugged recordings to studio ones, because they usually aren't as filtered. The demos here, while beautiful, feel a bit cold and robotic to me at the same time.)[/QUOTE]
Just add time offset with random function and also a bit random offset for velocity :v:.
[QUOTE=PelPix123;47643876]This is actually a disklavier recording. The playing is live. The pedal position, timing, and velocity are represented in 14 bits (16k levels)
The reason it feels cold and robotic are twofold:
1. The player is someone who I know for sure grew up in a household where they were forced to play piano, and play it precisely. They feel incredibly anxious about adding any sort of meaningful additions. To give you a sense of the strictness of the household, the person playing this is 11 years old. You should hear her 32 variations. It sounds sequenced even live.
2. I'm lacking round robin and staccato samples, so all of the notes start the same.[/QUOTE]
I'm probably mostly hearing the second part, but wow that sounds harsh :(
(My family is more or less the opposite in that regard so it's hard to imagine.
They sent me to a piano lesson once and I dropped out immediately. I like music, but that instrument definitely isn't mine.)
[QUOTE=Darwin226;47639871]Anyone have a personal recommendation for a .NET IRC library, or a XMPP one?
I'm looking for a permissive licence and documentation.[/QUOTE]
I was looking for one to use for a Twitch bot and ended up writing my [url=https://github.com/Goz3rr/IRCLib]own[/url] because I didn't find anything I liked, existing libraries abstracted everything away and made it confusing what would actually happen.
It's really bare bones and I haven't it used for anything else and there's no real documentation besides the XML comments, MIT license though.
It really depends on what you want to do with it, however writing my own was pretty fun and only took a day so you could always give that a try if you don't find anything.
[QUOTE=Darwin226;47639871]Anyone have a personal recommendation for a .NET IRC library, or a XMPP one?
I'm looking for a permissive licence and documentation.[/QUOTE]
I've heard good things about Squishy.Irc [url]https://www.assembla.com/code/squishy/git/nodes[/url]
I made something. Its supposed to be terrain generation and I've got random points but the interpolation between them isn't very smooth..
[t]http://i.gyazo.com/d5c4a2eed64aa456f9e3436b1781bb0e.png[/t]
[QUOTE=PelPix123;47643876]This is actually a disklavier recording. The playing is live. The pedal position, timing, and velocity are represented in 14 bits (16k levels)
The reason it feels cold and robotic are twofold:
1. The player is someone who I know for sure grew up in a household where they were forced to play piano, and play it precisely. They feel incredibly anxious about adding any sort of meaningful additions. To give you a sense of the strictness of the household, the person playing this is 11 years old. You should hear her 32 variations. It sounds sequenced even live.
2. I'm lacking round robin and staccato samples, so all of the notes start the same.[/QUOTE]
Precision through discipline. I've found that there are some people who later in their years appreciate strict parenting granted that it allows them to get far ahead in life. It certainly has been the case for many of the more interesting people I've met in my time.
Math homework, just spent 3/2 hours integrating Sqrt[1-x^2] <.<
[editline]2nd May 2015[/editline]
[QUOTE=andrewmcwatters;47645089]Precision through discipline. I've found that there are some people who later in their years appreciate strict parenting granted that it allows them to get far ahead in life. It certainly has been the case for many of the more interesting people I've met in my time.[/QUOTE]
Yes that is one possibility, other possibility is that people with stricter parents turn into insecure wussies.
[QUOTE=Fourier;47645506]Math homework, just spent 3/2 hours integrating Sqrt[1-x^2] <.<
[editline]2nd May 2015[/editline]
Yes that is one possibility, other possibility is that people with stricter parents turn into insecure wussies.[/QUOTE]
x = sin t
[QUOTE=andrewmcwatters;47645089]Precision through discipline. I've found that there are some people who later in their years appreciate strict parenting granted that it allows them to get far ahead in life. It certainly has been the case for many of the more interesting people I've met in my time.[/QUOTE]
That's definitely true, but I think there's a massive amount of variation in that regard.
"Interesting" also goes both ways as far as I've seen.
Personally I get along better with people who are "professional" more so than being "strict".
If it's even slightly the opposite way around it's quite likely that I'll run into a lot of trouble with that person eventually but I suppose that could be considered a character flaw on my part to some extent. People who are like that tend to aggravate me a lot but I'm not sure about the precise reason yet. It's probably a communication issue or something along those lines.
I think my favourite are people who are professional and direct in their work, but not really strict outside of that.
That's something I feel I can aspire to for my own benefit without having to worry about inadvertently hurting someone.
I know, I figured it out. It's jus that it took so much time it hurts.
[QUOTE=Fourier;47645673]I know, I figured it out. It's jus that it took so much time it hurts.[/QUOTE]
one time i spent a whole hour trying to remember simple trigonometry for a project, until it all hit me at once like "OOOOOOOOH"
i'm taking differential equations next year ffs why do you do this brain
Created a compile-time safe messaging/event system for C#. I originally created it for Unity use, but it works just fine without
[url]https://github.com/CptAsgard/PotionMessenger[/url]
I'm far from a C# genius, so if you see anything that's wrong or could use optimization, please let me know.
[QUOTE=andrewmcwatters;47645089]Precision through discipline. I've found that there are some people who later in their years appreciate strict parenting granted that it allows them to get far ahead in life. It certainly has been the case for many of the more interesting people I've met in my time.[/QUOTE]
I'm on the opposite end of the spectrum. I have the awesome life that I have right now doing what I love because my parents indulged my ever-shifting interests enough for me to find the things I really love early on and stick with them.
[QUOTE=KmartSqrl;47646089]I'm on the opposite end of the spectrum. I have the awesome life that I have right now doing what I love because my parents indulged my ever-shifting interests enough for me to find the things I really love early on and stick with them.[/QUOTE]
Me too. Although I had problems with hard drugs and drinking, now I ended up as game developer :v: (and going to math school).
Still no money to be found cause I released nothing (soon!)
[editline]2nd May 2015[/editline]
[QUOTE=Asgard;47646058]Created a compile-time safe messaging/event system for C#. I originally created it for Unity use, but it works just fine without
[url]https://github.com/CptAsgard/PotionMessenger[/url]
I'm far from a C# genius, so if you see anything that's wrong or could use optimization, please let me know.[/QUOTE]
Ahh that is nice system. I also used structs to send messages in the past, it is the most clean way and fast (faster than Unity reflection).
[QUOTE=No_0ne;47642313][img]http://i.imgur.com/39bW9Pt.gif[/img]
i made moving platforms today[/QUOTE]
Does it have any sense of inertia?
[QUOTE=Fourier;47645673]I know, I figured it out. It's jus that it took so much time it hurts.[/QUOTE]
We'll it's just one of those things you learn once and then remember. I recommend buying WolframAlpha Pro. It will help you a ton with this.
[img_thumb]http://i.imgur.com/4vIjEuA.png[/img_thumb]
Been working on an inverse kinematics system for my game.
Discovered so many issues with my matrix classes in the process. (Ignore the HUD, its leftover from a previous game idea)
[QUOTE=proboardslol;47646194]Does it have any sense of inertia?[/QUOTE]
the player has zero inertia by design, if that's what your asking. if he jumps off he wont retain the velocity from the platform
but the player will ride with the platform if he's on top of it
After a long day of work, I've finally managed to implement proper grid snapping.
Along the way I found errors in my selection logic, so now everything [I]mostly[/I] works.
[vid]http://i.imgur.com/t9O1CaP.webm[/vid]
[QUOTE=Asgard;47646058]Created a compile-time safe messaging/event system for C#. I originally created it for Unity use, but it works just fine without
[url]https://github.com/CptAsgard/PotionMessenger[/url]
I'm far from a C# genius, so if you see anything that's wrong or could use optimization, please let me know.[/QUOTE]
You could simplify it a bit by using framework types / delegates (which iirc are comparable) as message receivers, but otherwise I think it looks pretty good.
I may use this in situations where Willkuer's flexibility isn't needed or it would have too much overhead.
I think instead of the [I]Console[/I] writing I'd just error and provide additional [I]Try[...][/I] methods that return [I]bool[/I]s (or just return a [I]bool[/I] from [I]Remove[/I] which I think is available with certain .NET collections, but that's not my preference).
On the licensing: "unlicensed" as adjective usually doesn't equal "public domain", over here the meaning is in fact more or less the opposite (except that public domain releases are impossible in Europe as far as I know. The Unlicense does have enough redundancy to account for this issue though). You could clarify this by rewording the readme to make it clear you're using a specific license. Something like "The code is in the public domain, [...]" or "The code is under the Unlicense, [...]" or possibly even just "The code is [B]U[/B]nlicensed, [...]" would be less confusing.
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