From here maps Voice Guidance ,Exactly When Google TSS will speak about Maneuver Take left into X road ,Now take Right, like that.
Consider Navigation Distance 10km ,when trip started there is Turn left in 500m meters ,so when Google TTS will speak?before 300m or 200m ?
I want to know the triggering point to speak for My task to complete.
--suppose speaking Text is long(eg:Now keep right and then turn slightly right onto JC Road) Speaking logic distance will also change?
--Apart from TBT(Turn By Turn Info) here maps also triggering in middle to speak like ( After 250 meters keep left towards Hosur Road ) how this is calculating
So many questions is single please excuse me
Interface for notifying NavigationManager.AudioPlayer functions used by NavigationManager. Clients can take over playback of audio files and TTS text strings by implementing this interface and submitting to NavigationManager.AudioPlayer.setDelegate
The audio will be played during the entire route, playing the audio based on distance calculation logic can not be done.
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First of: Thanks for taking the time to help me with my problem. It is much appreciated :)
I am building a natural user interface. I’d like the interface to detect several (up to 40) objects lying on it. The interface should detect if the objects are moved on it’s the canvas. It is not important what the actual object on surface is
e.x. “bottle”
or what color it has – only the shape and the placement of the object is of interest
e.x. “circle” .
So far I’m using a webcam connected to my computer and Processing’s blob functionality to detect the objects on the surface of the interface (see picture 1). This has some major disadvantages to what I am trying to accomplish:
I do not want the user to see the camera or any alternative device because this is detracting the user’s attention. Actually the surface should be completely dark.
Whenever I am reaching with my hand to rearrange the objects on the interface, the blob detection gets very busy and is recognizing objects (my hand) which are not touching the canvas directly. This problem can hardly be tackled using a Kinect, because the depth functionality is not working through glass/acrylic glass – correct me if I am wrong.
It would be nice to install a few LEDs on the canvas controlled by an Arduino. Unfortunately, the light of the LEDs would disturb the blob detection.
Because of the camera’s focal length, the table needs to be unnecessarily high (60 cm / 23 inch).
Do you have any idea on an alternative device/technology to detect the objects? Would be nice if the device would work well with Processing and Arduino.
Thanks in advance! :)
Possibilities:
Use Reflective tinted glass so that the surface would dark or reflective
Illuminate the area, where you place the webcam with array of IR LED's.
I would suggest colour based detection and contouring of the objects.
If you are using colour based detection convert frames to HSV and CrCb colour space. These are much better for segmentation of required area while using colour based detection.
I do recommend you to check out https://github.com/atduskgreg/opencv-processing. This interfaces Open-CV with processing, you will be getting lot functionalities of Open-CV in processing .
One possibility:
Use a webcam with infrared capability (such as a security camera with built-in IR illumination). Apparently some normal webcams can be converted to IR use by removing a filter, I have no idea how common that is.
Make the tabletop out of some material that is IR-transparent, but opaque or nearly so to visible light. (Look at the lens on most any IR remote control for an example.)
This doesn't help much with #2, unfortunately. Perhaps you can be a bit pickier about the size/shape of the blobs you recognize as being your objects?
If you only need a few distinct points of illumination for #3, you could put laser diodes under the table, out of the path of the camera - that should make a visible spot on top, if the tabletop material isn't completely opaque. If you need arbitrary positioning of the lights - perhaps a projector on the ceiling, pointing down?
Look into OpenCV. It's an open source computer vision project.
In addition to existing ideas (which are great), I'd like to suggest trying TUIO Processing.
Once you have the camera setup (with the right field of view/lens/etc. based on your physical constraints) you could probably get away with sticking TUIO markers to the bottom of your objects.
The software will pickup detect the markers and you'll differentiate the objects by ID, but also be able to get position/rotation/etc. and your hands will not be part of that.
I´m creating a 2D isometric city building simulation and today I have kind of a "best practice" question without asking for specific code.
As in all city building games you are able to place building, roads and so on. The player is able to place building everywhere, no matter if it´s connected to a road or not. In addition to that there is one building (call it center building) all the buildings need to be connected with (by road).
I need to handle that without doing too many calculations which, breaks the FPS.
Right now I have a timer job for each building which checks if one of the surrounded tiles of a building is a road. That works fine, also for a lot of buildings since the check is simple.
But now I would like to check the connection to the center building. To check that it is necessary (in my opinion) to use something like a pathfinder, which checks if one of the surrounded tiles has a road connection to one of the surrounded tiles of the center building.
I can not check that frequently because this completely smashes the FPS down to 30 or lower. My idea was to fire an event if a road has been built or destroyed to "recalulate" the road connection. But there comes another problem...the player might destoy a road in the middle of the map and the buildings are really far away from each other so I need to find the involved buildings which also might take too much time.
My last idea is creating something like a timer queue and work through these items gradually, but before I keep using the trial and error method I would like to ask you for ideas.
Really looking forward to your ideas!
Yheeky
You could have each building store a list of tiles (a path) that connects it to the center building. Then when a tile is randomly destroyed by the player, you can have each building tested to see if it pathed through that road tile or not.
Alternatively you could have each road tile store which buildings require it, so when the tile is destroyed you have the buildings immediately throw flags. This could get quite messy though, but lends itself decently to background speed cleanup calls.
Both methods are quite messy. Perhaps you can make it a rule that the player can't place roads except next to other roads or next to the center building. Then when the player deletes a road tile, do a paint-style fill that destroys all of the disconnected roads. You can also periodically do a random check on tiles to see if they are illegally placed or not, but that should be unnecessary if you're careful.
I am programming a MMO Tower Defense game (Client Server architecture). Because of cheating protection, the server needs to have the logic. But I have real design problem. When lets say 10 People fight deathmatch against each other, every tower shoot needs to be calcuted and send over to the players. When many towers are build. (Like 10 Players * 10 Tower = 100 Tower ) the traffic is very high. (One player causes many messages per second) How can I solve this problem?
Server is written in Java ( Smartfox 2x)
Client is written in C# ( Unity 3d)
Thanks in advance.
Use strong simplified Units and combat rules on the server. Just program your damage algorithm by affecting continuous damage over time if someone is stepping into the "Damage area" around the tower.
U can use tow dimensional battlefields on the server where all units and towers and damage areas are just circles or oints and circles. U can also use several rings of damage with damage per second is lower in the outter circles and higher at the inner circles around the defense tower.
U can use queues for managing single target damage / multi target damage and area damage. Just the first in the queue is affecting by the damage area if single shot, just the first, second and third is affected by multi shot etc.
If a tower shoot a bullet every 5 seconds and does 40 damage per bullet u just calculate on the server by affecting a damage of 8 per second for every target standing in the "Damage area" or "damage circle".
On the client u can all the things like flying bullets and hitting and splish and splash and fireworks and so on.
But on the server do all the stuff by entering damage areas and then get damage per second. (sorry for bad english)
Because of cheating protection, the server needs to have the logic.
This is a false assumption. The server needs to have sufficient logic to run game logic and make sure that all players' actions make sense, but it does not need to send back the results. The clients can all run that same logic in parallel and figure out the results on their own.
For my 2d platform game am following 2 articles from creator of N N+ game. Two article covers how the collision is handled and a broad phase collision detection by storing all the AABB shapes info in to tile map along with some other potential information required for collision.No where on the Internet how the player character movement handling is explained.
http://www.madgravityradio.com/ngame.html
I tried with small rectangular piece in the place of player , the result I got is rectangle is very responsive as far as the collision concern but not realistic though (I have no idea how to tilt the player rectangle to some angle when stepping down or up on Slope edges.).
What type of object the player is comprised of? Is the player kept inside a box shape and the box is translated? Please shed some light on how the character is controlled , concept behid this virtual player? I read somewhere Rag doll is used.
I have few more general questions
In SAT how to handle/apply the minimum translation vector to make the movement more realistic?
I haven't started creating tile map for this iphone game , I do have some experience in title map creation for flash games. No idea how to handle iphone memory efficiently - any recommendations please?
The term you are looking for is collision response - ie now that you have detected a collision and have the collision data, what do you do with it to produce a meaningful response. This is a pretty big topic so maybe investigate it and come back with some more specific questions. Here's a basic primer and google/wikipedia will take you much farther.
I have experimented with a sigmoid and logarithmic fade out for volume over a period of about half a second to cushion pause and stop and prevent popping noises in my music applications.
However neither of these sound "natural". And by this I mean, they sound botched. Like an amateur engineer was in charge of the sound decks.
I know the ear is logarithmic when it comes to volumes, or at least, twice as much power does not mean twice as loud. Is there a magic formula for volume fading? Thanks.
I spent many of my younger years mixing music recordings, live concerts and being a DJ for my school's radio station and the one thing I can tell you is that where you fade is also important.
Fading in on an intro or out during the end of a song sounds pretty natural as long as there are no vocals, but some of these computerized radio stations will fade ANYWHERE in a song to make the next commercial break ... I don't think there's a way to make that sound good.
In any case, I'll also answer the question you asked ... the logarithmic attenuation used for adjusting audio levels is generally referred to as "audio taper". Here's an excellent article that describes the physiology of human hearing in relation to the electronics we now use for our entertainment. See: http://tangentsoft.net/audio/atten.html.
You'll want to make sure that the end of the fade out is at a "zero crossing" in the waveform.
Half a second is pretty fast. You might just want to extend the amount of time, unless it must be that fast. Generally 2 or 3 seconds is more natural.
More on timing, it should really be with the beat rate of the music, and end at a natural point in the rhythm. Try getting the BPM of the song (this can be calculated roughly), and fading out over an interval equal to a whole or half note in that timing.
You might also try slowing down the playback speed while you're fading out. This will give a more natural vinyl record or magnetic tape sounding stop/pause. Linearly reduce playback speed while logarithmically reducing volume over the period of 1 second.
If you're just looking to get a clean sound sound when pausing or stopping playback then there's no need to fade at all - just find a zero-crossing point and stop there (or more realistically just fill the rest of that final buffer with silence). Fading out when the user expects the sound to stop immediately will sound unnatural, as you've noticed, because the result is decoupled from the action.
The reason for stopping at a zero-crossing point is that zero is the steady state value while the audio is stopped, so the transition between the two states is seamless. If you stop playback when the last sample's amplitude is large then you are effectively introducing transients into the audio from the point of view of the audio hardware when it reconstructs the analogue signal, which will be audible as pops and/or clicks.
Another approach is to fade to zero very fast (~< 10mS), which effectively achieves the same thing as the zero-crossing technique.