I am using Libgdx to analyze sound on Android. I have downloaded libgdx1.6.1 and also 0.9.8 but I cannot use import com.badlogic.gdx.audio.analysis.FFT; I have check all .jar libraries in the packages but I cannot find any FFT class. Could any one please help me?
Thanks in advance.
The FFT library was removed in April 2014 in preparation for the 1.0.0 release. See http://www.badlogicgames.com/wordpress/?p=3362
You can find the FFT library in the 0.9.2 release:
https://github.com/libgdx/libgdx/tree/0.9.2/gdx/src/com/badlogic/gdx/audio
You may be able to port the code forward, as its mostly independent of the core of Libgdx.
If you know Pure data, there is a recent libGDX extension here : https://github.com/mgsx-dev/gdx-pd.
Pure data implements FFT and other audio analysis.
Related
I have 3 game libraries installed on my PC: pyglet, pygame and Panda3D.
I would like to create a 2D game and make it a web browser game so i can put it on facebook.
I know that Panda3D has a web-browser-plugin. Panda3D is for 3D games mainly.
Therefore, I'm asking, is it possible to play a pyglet or pygame game in a browser? If not, what Python library do you recommend?
Neither pyglet nor pygame will run in a browser. I wouldn't really recommend using Python at all if you target is a web browser. JavaScript (with HTML5 Canvas), Flash, or Java applets are is better suited for that environment.
If you're dedicated to the idea of using Python, there are a number of projects that can compile Python into JavaScript. There are some mentioned on the Python wiki. Here are a few:
Skulpt
Pyjamas
Pyjaco
You'll need to write your own graphics and audio systems, though, since none of those projects can convert the native code needed by pyglet and pygame into JavaScript.
It requires a bit of reprogramming, but i made a pygame library "port" to the browser/nodewebkit using Brython and GameJS. You can program using a version of pygame and python 3 in the browser. You can check it out at https://github.com/asherwunk/pygjs
An option is to use repl.it. It allows creating Python/PyGame scripts and multiplayer coding. When creating a new repl, select the Pygame template:
Example: repl.it/#Rabbid76/PyGame-TransparentShapes
Today, i'd recommand using pygbag https://pypi.org/project/pygbag/ from https://pygame-web.github.io. It uses the same principles from Panda3D webgl port ( not the old plugin) using Web Assembly for modern browsers.
I just found this website https://trinket.io/features/pygame that allows you to run pygame from this website! But it's extremely slow. It should work from your browser but it'll take forever to run it.
I have a trained caffe model on a CPU desktop. I want to port it mobile platform to do inference using Caffe2. Any insights into how should I go about with it? Do the scripts that are provided by Caffe2 allow for conversion of the model and reuse of the weights? Any help would be appreciated! Thank you!!
You can follow the steps mentioned in the below link:
https://caffe2.ai/docs/caffe-migration.html#caffe-to-caffe2
Its pretty clear. Make sure your protobuf version is up-to-date before running the caffe_translator script.
Good Luck !!
My game was written in C++ cocos2d-x v2.1.4 years ago.
However, according to Apple, beginning on February 1, 2015 new iOS apps submitted to the App Store must include 64-bit support.
As Cocos2d-x v2.2.6 support the 64 bit, I would like to upgrade my cocos2d-x framework from 2.1.4 to 2.2.6.
If it is possible, please kindly provide me some steps in doing so. Thank you
Yes, it is possible and it is an easy task :)
You just have to create new cocos 2.2.6 project and move resources from the 2.1.4 version project. Next setup icons, splashscreen and others and compile.
As far as I remember the only minor change in API is change from:
object.numberOfRunningActions()
to
object.getNumberOfRunningActions()
http://box2dflash.sourceforge.net/
i downloaded the code and in its folder there is a examples folder. How can i compile them ? what are the other software i need and how can i do it? Please help me because iam completely new to the actionscript programming side.
It is explained in the Examples/Readme.txt
As quoted from the Readme
//
To compile the demo:
//
Flash: extract Box2DFlashAS3 and open
PhysTest.fla in Flash CS3 (9) and hit
Ctrl+Enter.
Flex: Create a new
ActionScript project and add all the files from the archive to the project.
Set Main.as to the default application and hit Ctrl+F11.
MXMLC: From the
"Examples" directory, run: mxmlc
-source-path=../Source/ Main.as;
Thus you have three different ways to compile.
Use Flash CS3 (or higher)
Use Flex Builder (or higher )
Use the Flex SDK that contains mxmlc
Only posting this as an answer because I can't post a comment... this is an alternative box2D implementation that uses alchemy (so much faster) but the real up-side to it is that it has plugins for the flash UI to visually design/create physical objects, including building worlds etc. Video tutorial explains where to download:
http://gotoandlearn.com/play.php?id=135
A comment on the Adobe Alchemy mailing list suggests it is possible to get Alchemy working with Llvm 2.7 (instead of 2.1 in the Alchemy download).
Does anyone know if this is true and if so any tips on how to go about it?
UPDATE: the thread is here and it seems i read it wrong. I missed that the op is the developer of Alchemy talking about an internal Adobe version. I would love an update!
I've tried getting LLVM upgraded (see this thread). The short answer is that I don't think you can. The newer LLVMs output a different kind of intermediate opcodes, which the Alchemy backend plugin doesn't expect.