As of late, I have been putting majority of my focus and energy into getting my gaming related projects onto the market and in my portfolio. It's what all of my free time is being devoted to. Because of my situation involving career choices and sporadic financial stability periods, I've long decided to stop working on anything emulation related for a period of time. How long that's going to be I dunno, but I really need to stop putting things on my plate and biting off more than I can chew. Refraction said this multiple times, and now I think it's time I finally listened. On top of that, I have difficulty focusing on all sorts of things, including things I am very interested in (focusing on typing this is hard enough) and after seeing a mental health doctor, I'll be eventually tested for ADD. If I'm positive for that, then it would most definitely explain why I can never focus on anything. In fact, I ended up getting up from my desk wandering around my room with some random thought on my mind that I can't remember...
Anyway, my latest project is a cross platform game I've been working on for a few months off and on, Bug Planet. It's another shmup I started to get the hang of coding for MacOSX. Since I never could figure out how to initialize OpenGL on MacOSX myself, I gave up and settled on SDL instead which worked just fine... as long as I stuck with SDL 1.2. Using 2.0 completely broke my game and other things unrelated to it. Meh, OpenGL 2.1 is good enough for the time being.
My biggest fear is that it might resemble Bug Princess too much. It was never my intention. I just started putting some sprites, sound fx, bgm and code together and this is what evolved from it. Let's hope Cave doesn't see it as a "threat"...
Not sure what you mean by acquiring a license for proper debugging, but the Android emulator is much much much (much) faster when you enable virtualization and the Intel extensions (and GPU acceleration)
Of course nothing beats a real device
Already did that and even when enabled the simulator is so slow that even pressing a icon takes up to 1 minute on my computer. I can choose older ones but i would like to test it on Honeycomb+. I can choose to deploy to my real device but for that i need a license which i'm going to purchase soon. Will recheck virtualization and intels extensions... maybe i forgot something...
Nothing advanced atm and still have a long way to go... basically i'm starting to learn OpenGL since i've been lazy enough all this years to get in touch with it but since i'm more open for different plattforms this days OpenGL is the best option. My goal is to create a nice looking Demo with nice effects and retro music.
My current to be released intro project is a 50kb thingy, using pixel shaders for everything. No polygons at all are used. OpenGL 2.0 of course, using FBOs for render-to-texture effects like motion blur...
Java is dying if i'm not mistaken so it would be better to move to something better. Obj-C is horrible in my opinion but still better than Java i believe and far more secure
Never liked Java since it's like C# (sorry @ruantec, I'll refrain from doing my C# rant today)
It appears that there's a demand for OpenGL 3.2 tutorials for MacOSX. Maybe I could write some article for gamedev.net or write some tutorials myself (assuming I can get it working). OpenGL on MacOSX is so poorly documented and getting the code to set up an OpenGL context of any version is a complete nightmare, so that will be my next side endeavour.
The user base outside of enterprise is dying off while everything is moving onto web and smartphone apps independent of plugins (i.e. HTML5). That and the growing distrust of how Oracle is handling the security patching, it would not survive without a major rewrite or redesign.
Oh, so you write your own tools? Awesome. I should have written something like that. Would have made my life much easier.
Anyway, I have another project I'd like to share. It's still in alpha stages, so it still has lots to improve on. This tool's code name is "Observation Suite" or Observer for short. Atm it's exclusive to MacOSX, but not for long. I'm using it to build a basic yet functional API to interface with your webcam, implement speech recognition, and use it like you would a Kinect (almost). So far, it tracks movement of faces (front facing) and hands (in the form of an upright fist). I need to add more Haar Cascades to improve functionality. Works pretty good and I managed to get this working prototype up and running in about 2-3 days worth of work. I'll end up working on the speech recognition later.
Fortunately, it was easy enough to add dual window support so I can view the camera input and see the results in a separate OpenGL view. Dunno how this would impact PC or Mac gaming, but it's a heck of alot cheaper than buying Kinect.
This is it running in a test mode. The faces and hands are represented using the respective icons and crosshairs. Using your hands, when you move the crosshair over the spinning blue cube, it moves to another position.
This, but in terms of usability I do not see how it would benefit gaming. There is already a more reliable head-tracking approach from FreeTrack that is less sensitive to lighting conditions and webcam quality, and does not require sliding windows and classifiers.
Tracking by detection alone is not particularly reliable or fast. Consider using Kalman or mean-shift.
The user base outside of enterprise is dying off while everything is moving onto web and smartphone apps independent of plugins (i.e. HTML5). That and the growing distrust of how Oracle is handling the security patching, it would not survive without a major rewrite or redesign.
Okay, I didn't know about these. Since the OpenCV build I downloaded for Mac wasn't official, it only came with one demo using haar-like features.
Oh, and I meant to address this earlier, but I intentionally created a second window to view input and output separately.
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