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	<title>Comments for Medusa</title>
	<atom:link href="http://www.playmedusa.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.playmedusa.com/blog</link>
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	<lastBuildDate>Thu, 26 Jan 2012 13:41:57 +0000</lastBuildDate>
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		<title>Comment on Roulette Wheel Selection Algorithm in MATLAB by Carlos</title>
		<link>http://www.playmedusa.com/blog/2011/01/11/roulette-wheel-selection-algorithm-in-matlab-2/comment-page-1/#comment-611</link>
		<dc:creator>Carlos</dc:creator>
		<pubDate>Thu, 26 Jan 2012 13:41:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=472#comment-611</guid>
		<description>Great Man!
Thank you</description>
		<content:encoded><![CDATA[<p>Great Man!<br />
Thank you</p>
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		<title>Comment on A Finite State Machine in C# for Unity3D by r</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-593</link>
		<dc:creator>r</dc:creator>
		<pubDate>Thu, 29 Dec 2011 03:51:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-593</guid>
		<description>Wow the whole portion of my last post containing code got deleted ._.

Anyway I was asking if there&#039;s a way to be able to reuse the states.. If I have an enemy class Robot that derives from my Enemy class, then in the fsm&#039;s state classes and my Robot class, all the generics have to use  (It doesn&#039;t let me use Enemy). So I would have to have separate state classes for each different enemy. Is there a way around this while keeping the generics?

I truly appreciate any insight you can provide &gt;.&lt;</description>
		<content:encoded><![CDATA[<p>Wow the whole portion of my last post containing code got deleted ._.</p>
<p>Anyway I was asking if there&#8217;s a way to be able to reuse the states.. If I have an enemy class Robot that derives from my Enemy class, then in the fsm&#8217;s state classes and my Robot class, all the generics have to use  (It doesn&#8217;t let me use Enemy). So I would have to have separate state classes for each different enemy. Is there a way around this while keeping the generics?</p>
<p>I truly appreciate any insight you can provide &gt;.&lt;</p>
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		<title>Comment on A Finite State Machine in C# for Unity3D by r</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-592</link>
		<dc:creator>r</dc:creator>
		<pubDate>Thu, 29 Dec 2011 03:43:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-592</guid>
		<description>Sorry, I have one other question &gt;.&lt;I&gt;.&lt;</description>
		<content:encoded><![CDATA[<p>Sorry, I have one other question &gt;.<i>.&lt;</i></p>
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		<title>Comment on A Finite State Machine in C# for Unity3D by r</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-591</link>
		<dc:creator>r</dc:creator>
		<pubDate>Thu, 29 Dec 2011 02:16:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-591</guid>
		<description>Thank you, that has helped me a bit.

Is there any disadvantage to using a state transition table like in the example that someone linked in the comment above? Why do you prefer one way over the other?</description>
		<content:encoded><![CDATA[<p>Thank you, that has helped me a bit.</p>
<p>Is there any disadvantage to using a state transition table like in the example that someone linked in the comment above? Why do you prefer one way over the other?</p>
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		<title>Comment on A Finite State Machine in C# for Unity3D by LuisAnton</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-589</link>
		<dc:creator>LuisAnton</dc:creator>
		<pubDate>Wed, 28 Dec 2011 11:57:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-589</guid>
		<description>I&#039;m sure that &lt;a href=&quot;http://stackoverflow.com/questions/467936/what-is-a-good-c-sharp-generics-tutorial&quot; rel=&quot;nofollow&quot;&gt;StackOverflow&lt;/a&gt; will be much more useful for that ; )</description>
		<content:encoded><![CDATA[<p>I&#8217;m sure that <a href="http://stackoverflow.com/questions/467936/what-is-a-good-c-sharp-generics-tutorial" rel="nofollow">StackOverflow</a> will be much more useful for that ; )</p>
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	<item>
		<title>Comment on A Finite State Machine in C# for Unity3D by r</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-588</link>
		<dc:creator>r</dc:creator>
		<pubDate>Wed, 28 Dec 2011 09:46:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-588</guid>
		<description>Hello,

Great Post! I was wondering if you could either explain, or provide links that explain your use of Generics here. I looked on google but was not able to find very much that can really explain it well. I&#039;ve only been coding in Unity and have only used generics in regards to Lists and whatnot.

Thanks for your time.</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>Great Post! I was wondering if you could either explain, or provide links that explain your use of Generics here. I looked on google but was not able to find very much that can really explain it well. I&#8217;ve only been coding in Unity and have only used generics in regards to Lists and whatnot.</p>
<p>Thanks for your time.</p>
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		<title>Comment on A Finite State Machine in C# for Unity3D by egohim</title>
		<link>http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/comment-page-1/#comment-567</link>
		<dc:creator>egohim</dc:creator>
		<pubDate>Wed, 28 Sep 2011 01:23:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=378#comment-567</guid>
		<description>thank you. finite state machine in unity3d, it&#039;s very useful for me.</description>
		<content:encoded><![CDATA[<p>thank you. finite state machine in unity3d, it&#8217;s very useful for me.</p>
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		<title>Comment on R2D2 Pitch Detection project by LuisAnton</title>
		<link>http://www.playmedusa.com/blog/2011/08/11/r2d2-pitch-detection-project/comment-page-1/#comment-563</link>
		<dc:creator>LuisAnton</dc:creator>
		<pubDate>Wed, 07 Sep 2011 08:08:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=657#comment-563</guid>
		<description>Thank you Nicola!

* Misteriously, in MacOS, Processing&#039;s OPENGL doesn&#039;t work either and P3D must be used too. I don&#039;t know why!
* Is it SO slow? I&#039;ve been optimizing the code a little bit,  I have to update the project in GitHub with the new code. But it&#039;s not too slow on my computers. Do you feel it laggy?
* Sure, it needs to decide if it&#039;s just listening to ambient noise. Otherwise you get funny noises when the amplitude is below a certain level. It could be computed automatically from the lowest amplitude values.

Nevertheless, I may probably abandon Processing in favor of Unity3D. I may still use Processing to capture microphone input, but I&#039;m planning to send it via UDP to Unity3D, and process sound in C#. I hope that will be a little bit faster, but moreover, I&#039;ll be able to draw fancy things on screen easily. All this is part of a bigger project that requires visual output, and I fear that Processing is not fast enough to handle it.</description>
		<content:encoded><![CDATA[<p>Thank you Nicola!</p>
<p>* Misteriously, in MacOS, Processing&#8217;s OPENGL doesn&#8217;t work either and P3D must be used too. I don&#8217;t know why!<br />
* Is it SO slow? I&#8217;ve been optimizing the code a little bit,  I have to update the project in GitHub with the new code. But it&#8217;s not too slow on my computers. Do you feel it laggy?<br />
* Sure, it needs to decide if it&#8217;s just listening to ambient noise. Otherwise you get funny noises when the amplitude is below a certain level. It could be computed automatically from the lowest amplitude values.</p>
<p>Nevertheless, I may probably abandon Processing in favor of Unity3D. I may still use Processing to capture microphone input, but I&#8217;m planning to send it via UDP to Unity3D, and process sound in C#. I hope that will be a little bit faster, but moreover, I&#8217;ll be able to draw fancy things on screen easily. All this is part of a bigger project that requires visual output, and I fear that Processing is not fast enough to handle it.</p>
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	<item>
		<title>Comment on R2D2 Pitch Detection project by Nicola Preda</title>
		<link>http://www.playmedusa.com/blog/2011/08/11/r2d2-pitch-detection-project/comment-page-1/#comment-562</link>
		<dc:creator>Nicola Preda</dc:creator>
		<pubDate>Wed, 07 Sep 2011 01:31:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=657#comment-562</guid>
		<description>Hi, I&#039;ve tested your program (on Ubuntu) with a microphone and I found 3 things:
* I had to change the size(...) from OPENGL to P3D cause I saw a corrupted graphic
* the Pitch Detector works quite well but it needs to be faster in order to be &quot;usable&quot;
* I think it&#039;s needed a parameter to set a threshold on the audio input to cut off some noise when you acquire audio from a microphone... something like:
if (audio_level&lt;threshold) do_nothing(); //just skip to the next cycle
else {
//pitch things :)
}

Thank you for your work!

Bye,
Nicola</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;ve tested your program (on Ubuntu) with a microphone and I found 3 things:<br />
* I had to change the size(&#8230;) from OPENGL to P3D cause I saw a corrupted graphic<br />
* the Pitch Detector works quite well but it needs to be faster in order to be &#8220;usable&#8221;<br />
* I think it&#8217;s needed a parameter to set a threshold on the audio input to cut off some noise when you acquire audio from a microphone&#8230; something like:<br />
if (audio_level&lt;threshold) do_nothing(); //just skip to the next cycle<br />
else {<br />
//pitch things <img src='http://www.playmedusa.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
}</p>
<p>Thank you for your work!</p>
<p>Bye,<br />
Nicola</p>
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		<title>Comment on Roulette Wheel Selection Algorithm in MATLAB by vahid</title>
		<link>http://www.playmedusa.com/blog/2011/01/11/roulette-wheel-selection-algorithm-in-matlab-2/comment-page-1/#comment-559</link>
		<dc:creator>vahid</dc:creator>
		<pubDate>Mon, 01 Aug 2011 01:35:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=472#comment-559</guid>
		<description>hi
thank you
this is useful
:)</description>
		<content:encoded><![CDATA[<p>hi<br />
thank you<br />
this is useful<br />
 <img src='http://www.playmedusa.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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